A very productive weekend resulted in several implementations in the game
I have several things in the list of items to do, one of which I focused this weekend was the implementation of an algorithm that recalculates the damage suffered by the enemy according to what hit him.
In this image it is clear that the same kind of enemy may have differentiated resistance for each tower type which is attacking
Certain enemies have a resistance classified into low, medium, high or no according to the tower that threw the shot. This allows gameplay stay much more interesting because it focus on a tower type doesn't mean that will be the solution for every sort of problem.
Another point I'm revisiting are the particles of the game, I'm migrating many particles built on old system for the Shuriken (current system of particles of Unity). This obviously raises a huge rework and the time invested cannot be predicted.There are tasks that are fast, but there are others to achieve the same effect actually takes time and patience.
Still talking about particles, developed a process of attaching temporarily particles to another game object. So I can create effects of fire and poison (look at the skulls out of the bat in the image above), and also sending damage to the enemy to which the object is attached from time to time.
Another relatively small adjustment made was putting an indicator to show whether the towers are born facing the path (this is useful for the Tower Crypt that puts soldiers necessarily in the way of enemies).
And finally got some time yet to model one more enemy to the game, the texture has been finished and soon should I do the rigging of the character.