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 phase. The game is initially planned to have 15 levels

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Another tower that is being implemented in the game, models and textures ready the next step is to implement the logic resulting from this new Tower.

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Background

One of the most widely used concepts in Tower Defense games these days is to have something beyond towers to attack the enemies.

Many games that are reference in this genre as Incurse or even possess a kind of Rush Kingdon tower that brings a great benefit to the gameplay. These are towers that have soldiers to fight enemies (usually ground enemies).

The Concept

Was thinking about focusing on this concept that I started working on the concept and modeling of a tower which is inspired in this kind of idea, where the Witch can build a tower that offers skulls to fight enemies who are on their way to the base.


Skull rigged

In practice it seems something simple but in practice this move with all the mechanics of the game that has already been developed, once an enemy is to recognize another type of object and this will trigger various reactions from this moment.


One of the first versions of the Crypt

As after a certain time a new soldier should be raised, I thought just to use skulls on account of being monsters that can be resurrected at any time. The model of the skull is not yet finalized, I need to make some adjustments in the topology (always thinking about reducing the polycount in order not to compromise the performance of the game).


Final version

Next step

As I said, the development of the game now is focused on implementing this new Tower taking into account all the events related to the life cycle of the soldiers (since born, die, upgrade, locate enemies, etc. ..) and will consume most of my time focused on encode all the expected behavior.

I must confess that I wish to implement this technique, because it have a Tower Defense just based on torres is something that creates a challenging gameplay or even innovative, and the game tends to fall into routine for being predictable. This type of element brings a little more unpredictability to the game concept.

I still need to adjust details in skull and also create weapons (Sword/Shield/spear) and some props of battle.

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