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.
Version Pre-Alpha b1432
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.
Really minor balancing done to some turrets. It was so small I can't even remember what it was, but it's there.
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)
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~
Latest tweets from @materialblade
RT @Totalbiscuit: The coal is Assassins Creed Unity.
21hours 27mins ago
RT @notquitefrodo: You'd better not shout, you'd better not cry A thousand sharp teeth and a hundred red eyes Santa Claus is coming to town
23hours 50mins ago
Dec 20 2014, 11:35am
@Campster Down with freedom of expression!
Dec 19 2014, 1:38am
RT @tehbignic: There are games I want to make and there are games I can make. The Venn diagram does not intersect. So, I'll just make the…
Dec 17 2014, 12:32pm
Tooltips! Development chugs along~ T.co
Dec 13 2014, 4:25pm
Dec 11 2014, 5:13pm
I have learned debugging with my IDE. Goodbye Debug.Log, you will not be missed.
Dec 10 2014, 1:49am