This is a tower defense style game in which you control a witch with powers to exchange trees by powerful turrets to defend your school in each level.
The game is initially planned to have 15 scenarios and a shop to buy items and upgrades.
Some stages have bosses and in addition the game will feature upgrades and items in the shop to unlock.
Each upgrade done by the user cost a certain amount of potions that are collected during the game, if you save your potions during the game can return to school and swap for other towers (the idea is to release the towers but the basic set: Bow, Cannon and ice tower is to be made available by default).
This game is made entirely by one person (concept art, modeling, and programming). The only area that will probably have the involvement of other participants will be in the sound.
The development was focused on UI settings game guide and also the withdrawal of land made in Unity and back for scenarios lowpoly
The first version of the Guide still contained many areas to be filled and also during the review I realized that the guide was just describing the data of the towers, but the Guide should be complete (i.e. Derricks, Enemies and Bosses should be on the list).
I made the change to which an area is descriptive in the Guide and also put the selection of objects to query within an area that allows you to scroll the list up/down and are grouped into specific sections.
After doing performance testing and also reassess the visual concept of the phases that I had migrated to the grounds of Unity, I took a step backwards and I resumed the phases using models made in Blender and I stopped using the grounds of Unity.
The FPS is back running as it should, but without a doubt what made me take it back was the question visual. The grounds were not aligned with the style of the models.
An important point that I'm investing time is the camera angle in relation to the Witch, I'm doing tests and more tests to find a good angle (probably a vision from the top down) that shows the area of the scenario without the need for example to model a sky around the scenario.