Hostile Mars is a Tower-Defense Factory-Building game. You must create efficient supply chains, salvage destroyed enemies, and upgrade structures to support your gigantic cannons that defend your base against thousands of enemies.

GIGANTIC GUNS

Upgrade everything to a ridiculous degree. Laser turrets come in sizes 1, 2, 3, or 120.

THOUSANDS OF ENEMIES

Enemy drones pour over the hills and tower above you. You will need every upgrade you can get to defend against them.

AUTOMATION

You don’t have time to defend your base and acquire supplies!

Instead, create supply lines by automating hundreds of delivery bots to harvest ore and resupply your base.

FEATURES

  • Upgrade your traps to deal more damage, collect materials that fall from defeated enemies, and tons of other crazy stuff.
  • Upgrade your turrets to shoot farther and hit harder!
  • Upgrade your base to unlock new items.
  • Upgrade walls, guns, ammo, delivery bots, harvesters, machines, buildings, storage, and more!
  • Strategically place walls, traps, and turrets to create a defense strong enough to keep your home base energy core protected.
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DevLog 04 Cover min

This week was spent on a number of improvements with a goal to get the build into playtesting soon. I've also created a road map for the development up until PC and Console launch.
I wasn't happy with how the enemy interactions were so I reworked the behavior coding on how they react to bullet hits, seeing the player, and pursuing the player. It's getting better day by day. Here are a few of the things that were completed this week:

Turrets

Hostile Mars Tesla Coil min

Moving along to the turrets! I want to have the base turrets in the game and upgradable within the next few weeks, which include:

  1. Projectile Turrets (laser bullets, physics-based)
  2. Beam Turrets (continuous laser beam, hitscan)
  3. Tesla Turrets (shock turret, hitscan )
  4. Rocket Launcher Turrets (rockets, physics-based)
  5. Glue Turret (Coming Soon!)

I hope to have the VFX done in the next few weeks to show this one in action!

Environment

There are also a few new variants to the plant life on Mars, as seen here:

Plants min

Hostile Mars Lichen Plantlife mi

Looks like the terraforming activities paid off! I wonder if these can be harvested for use ...

Performance

I've also further polished the IK Conversion to be Data-Oriented and am seeing great results. Here is a test showing the performance difference between the traditional game object/object-oriented paradigm coding and data-oriented focused coding:

DOTS IK Conversion Test

Development Road Map

As promised, here is the roadmap for development:

Hostile Mars Development Roadmap

And More

Next week I am going to be implementing more enemy behaviors, focused on the ground enemies.
Ground enemies take more damage from most damage-based traps while being more resistant to physics-based traps such as force traps and other movement-altering traps.

After that I will be introducing combining enemies, a new enemy type that gets stronger with units packed closer together.

That's it for this week, another update on progress next week!

Take care,

-Jake

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures

News

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures, and Data-Oriented Design: Inverse Kinematics.

Hostile Mars Devlog #02

Hostile Mars Devlog #02

News

Development Update Highlights: Parted Enemies, Force Trap, and other New Models!

Devlog #01

Devlog #01

News

Development Update Highlights: New Models! Command Center, Refinery, Drill, Power Distributor, and more. New Features Implemented: Salvageable Items...

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Hostile Mars
Platforms
Windows
Developer & Publisher
Big Rook Games
Engine
Unity
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Homepage
HostileMars.com
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Sci-Fi
Players
Single Player
Project
Indie
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Latest tweets from @bigrookgames

Hostile Mars Devlog Update 04 Posted! More Mars Plants, Shock Turrets, & Further Improvements on DOTS IK. Check it… T.co

Mar 7 2021

I converted Final IK to DOTS and am seeing great results. Simple CCD IK Chain setup x1000: GameObjects: 7ms DOTS/E… T.co

Mar 6 2021

Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures, and Data-Oriented… T.co

Feb 28 2021

New "Push Trap" that pushes attacking enemies into other traps and/or causes fall damage. Hate the name push/force/… T.co

Feb 20 2021

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