Backstory: Since being split,the Dark and Light halves of the world have never met. After consuming all their resources and pillaging their land, the Light marches on the land of Darkness to take what they believe in their arrogance to be theirs.

You must use all the powers of nature, spirits, and magic to repel the Light and Defend the Darkness.

Defend the Darkness is a Tower Defence game that aims to provide entertaining and challenging gameplay with an old-school visual style similar to the N64 days. Currently in a Pre-Alpha stage, game mechanics are constantly being added and tweaked while art assets are finally starting to be produced.

Initially the game will be released as a 1 (or more) level demo with the possibility of adding more over time, culminating in a full game.

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New Skill Icons Texturing Progress! New Map + Grid Layout
Blog RSS Feed Report abuse Latest News: Pre-Alpha build1432 News

0 comments by materialblade on Jul 28th, 2014

Version Pre-Alpha b1432

Updates

  • Turret Placement Overhaul
  • Turret Balancing
  • Enemy Balancing
  • 4 New Enemies added
  • Behind the scenes stuff
  • Changes to demo map

Turret Placement Overhaul
I stopped development on this project back in approximately end of Feb / start of March. I didn't like the feel or look of it at the time and I couldn't figure out why. But then the new turret placement system hit me.

So, turret placement has been overhauled again. No longer is it based on any kind of 'cells' strewn about the level. Instead it will be a 3d mesh that designates where turrets can be placed. This gives the level of freedom with turret placement that I felt the game severely lacked. It also gives me back some freedom in designing levels. I don't have to make sure that an arbitrary amount of squares can fit in a level. Instead, I can just design a level then plop a placement mesh on it.

I'm already really happy with the way turret placement works.

Turret Balancing
Really minor balancing done to some turrets. It was so small I can't even remember what it was, but it's there.

Enemy Balancing
Balancing done to enemy resistances, movement speed, and health. Health has been lowered for most enemies across the board. Will obviously need more changes in the future.

4 New Enemies Added (Soldier, Blacksmith, GeistHunter, Ranger)

  • [Soldier]
    30HP, 20% resist to Pumpkin / Bats, 25% weakness to Castle
  • [Blacksmith]
    25HP, 50% resist to Burn, 30% resist to Lightning, no current weakness
  • [Geist Hunter]
    22HP, 100% resist to Fear, no current weakness
    Ability [Ghost Trapper]: Disable nearby Geist Haunt turret
  • [Ranger]
    20HP, 75% resist to Moon Mystics, 20% weakness to Pumpkin, 40% weakness to Poison and Burn
    Ability [Smoke Screen]: Unable to be targeted by turrets for short duration. While in Smoke Screen, movement speed is increased. Can still be damaged by AoE ie Pumpkin's Burn splash, Alchemist Poison splash, Bats.

Behind the Scenes Stuff
This has mostly been me learning new things. I've started working on Object Pooling which is why the damage numbers have made a comeback.

Changes to Demo Map
New demo map is made entirely out of 2 prefabs and some quads. The new map was implemented to work with the new turret placement system.

So What's Next?
The new enemies that have abilities need to be finished. After that I want to start on some art assets but more often than not I end up doing some more coding stuff.

That's all for now! Peace out~

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Defend the Darkness
Platforms
Windows, Mac, Linux, Web
Developed By
materialblade
Engine
Unity
Contact
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Official Page
Chillingdesigns.ca
Release Date
TBD
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Style
Genre
Tower Defense
Theme
Fantasy
Players
Single Player
Project
Indie
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Defend the Darkness
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