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Another Tower Defense by Nomsoft

Tommy

Founder
Updates done since the last time I posted:

Important updates (first):

  • Tiles can now be split into 4*4 area. To split a tile, spawn a small Arrow Tower, Armory or other building that can split towers (look @ item description)
    [*]Tiles with Tree and Stone scenery will now have a resource value. Trees are spawned on a tile based on how many trees there are on a tile (Randomly generated). Soon the worker will gather resources for you.
    [*]Lots of new art has been added, including new Enemy art for Footsoldier and animation for the said art. New art also includes a new Main menu background (Still being worked on)
    [*]Campaign has been started, along with GameHelper (tips, etc) and Campaign Dialog
    [*]Once an enemy dies, a grave will smash down on it. (Soon limbs will fly everywhere, given that the enemy didn't die from an explosion)
    [*]Towers can now gain xp and level


Game
  • Reworked Tile health
  • (Art) Lots of new textures
  • (ART) Implemented new enemy
  • Implemented new arrow
  • Enemies will spawn faster once combat mode is active
  • Once the wall hits <= 50, it will appear as a damaged wall
  • Fixed crash related to loadout slots not having an item in them and you press a hotkey to select a slot
  • Fixed when exiting a game difficulty would change to NONE. Difficulty will only change when you change it via options
  • Added Small Arrow Tower
  • Tiles will be able to split once a small building (etc) is spawned on it
  • Implemented Armory and reworked tiles to support 4*4 without multiple towers of the same type being spawned
  • Started on campaign
  • More campaign additions
  • Started on Campaign dialog
  • Items and Loadout items are removed for Campaign except for Arrow Tower.
  • Reworked Generate Scenery and StartGame for the Campaign
  • Updated Camera
  • (CAMERA) Fixed Up & Right Strafing -- it wouldn't go up, only right..
  • Fixed pathfinding (AI wouldn't follow a non-straight path to their endpoint) and did small cleaning in Map
  • Polished up wall collision
  • Added Grave - Graves will spawn once an enemy dies
  • Started work on Trees per tile and Stone per stone vein via tiles. Currently, if there's a max tree amount, those trees will spawn on a tile at a random position

UI
  • Fixed tower info not showing when clicking on a tower
  • Removed Game Mode selection screen and moved Difficulty to options
  • Removed the store and unused buttons
  • Implemented the new font
  • Implemented Arrow Tower UI (Not yet functional)
  • Started work on GameHelp (tips)
  • Removed Tower Info text
  • Changed Main Menu with the new BG
  • Added a clear timer so buttons won't stay shown if you aren't hovering the parent button that has child buttons
  • Fixed ESC menu button collision position inconsistency

AI
  • Implemented Ram
  • Enemies will collide with the Defense Wall and make it lose health
  • Ram will now hit the wall
  • Randomized Foot Soldier speed and position when spawning
  • Scaled down Ram and made it come closer to the wall before stopping
  • Fixed Towers range 360. They should now attack enemies appropriately from a distance
  • Removed Radius circle (Towers)
  • Enemies will now stop and attack the wall
  • Towers now have XP bar and can level
  • Fixed enemies hugging the edge of the path
  • Edited enemy animation speed
  • Added Footsoldier death animation
  • Fixed Soldiers going past the wall and changed how the wall collision acted
  • Renamed Restocker to Worker

Projectile
  • Implemented new arrow

Item
  • Added a new item Small WoodTower so you can test the small tower
  • Added new item, 'Armory' so you can spawn the armory

Sound
  • Added arrow shoot sound -- sound is pretty low though

Misc
  • Minor file/code cleanup


Lots more to go!
 

Tommy

Founder
Important feature additions the past couple of days!

Game
  • Added body Limb physics, boom, whatever
  • Once the grave crashes down on a dead enemy (or friendly), limbs will fly
  • Tinkered with Tree randomization, still needs work, but it looks better than before.
  • Each tower/building now has their own cost
  • Added damage meter to show damage via text if something was damaged
  • Fixed crash related errors

AI
  • Lowered Footsoldier HP and damage
  • Towers will go behind trees now

Sound
  • Added background music that plays on the menu and ingame

Art
  • Implemented new worker textures, however, still need to do the animations
  • Implemented new tree textures

SS of limbs flying on the new update:

T66gZtQ.png
 

Tommy

Founder
Nice job, in open beta yet?

Thanks. Not close to beta yet. More like early alpha. Once more important features are done and the first part of the campaign is finished, we'll probably give out a working build. On a side note, we'll also be on Steam Greenlight (Concept) for user opinions and suggestions, once we get that working build going.
 

Upload

Exalted Member
Thanks. Not close to beta yet. More like early alpha. Once more important features are done and the first part of the campaign is finished, we'll probably give out a working build. On a side note, we'll also be on Steam Greenlight (Concept) for user opinions and suggestions, once we get that working build going.

Mhm looking forward to giving it a shot
 

Tommy

Founder
Campaign is going great. Lots of new stuff and changes! Screenshot of the beginning of the campaign (subject to change):

gzsWZtP.png
 

Tommy

Founder
Been in the process of converting to Unity 4 for specific reasons. However, development will still continue via XNA. I'm only converting to see which engine I would like to use. Keeping my options open since XNA isn't really supported by Microsoft anymore and Unity is popular with 2D. I have also been looking into Unreal Engine 4. After a brief discussion with the artist, we're going to be making a 2D platformer in Unreal Engine 4 (subject to change) -- we're working on game design now. This won't affect anything regarding Another Tower Defense.

Screenshot of Standalone version (Unity 4):

LNc1NrK.png


Pretty basic at the moment. Tower spawning, pathfinding, and map generating all works fine. No GUI components have been implemented yet, along with basic statistics. Regardless, looking forward to see the outcome.

Random Note: Screenshot above; the textures are 500x500 pixels, max resolution for those textures -- XNA: the tiles are 150x150


Other than that the game has been going great. New changes with Waves at least. Instead of waves coming after a certain period of time, we decided to add Day/Night cycle. Day time will be build time for the player and night time will be the enemies attack time. More additions and fixes have occurred, take a look:


  • Game:
  • Split tiles will now have split hover rectangle
  • You can now select split tile towers (factory only atm)
  • Trees will randomize by texture and scale on a tile now
  • Added error message to stop you from advancing if you haven't finished the first campaign yet. Also added the warning when you hover the campaign tower
  • Reworked Map tile split. Works flawlessly.
  • Added more error messages when you cannot spawn a tower
  • Removed Building Type. All buildings are towers now.
  • When splitting a tile, the entire tile will now split into 4*4 tiles
  • Changed WAVE to Day/Night and for night I added black bg (to make it look night) with cricket ambient sound
    Worker:
  • Reworked worker code to support new changes
  • A worker will automatically spawn when the game starts for testing
  • You can now click a worker to view its placeholder menu
  • Workers will gather wood (does not decrease the tree count or give you wood yet. Workers will just work)
  • Logs will drop from workers gathering trees (cannot obtain them yet). Note: They only spawn at the moment.
  • Added icon-like placeholders in the Worker menu
  • When hovering the icon-like placeholders in the Worker menu, it will now show a tooltip on what the button does
  • Added check when hovering the worker menu, clicking won't disturb anything behind it
    Foot Soldier:
  • Reduced Footsoldier health
  • Reworked Foot Soldier animation
    General:
  • Added General Enemy
    Tower AI:
  • Arrow Tower will have 100 arrows at the beginning of the campaign
  • Towers now have a combatant check. This check will make buildings like the factory not attack and gain XP like the actual combat towers do
  • You can now select what to produce in the factory menu. Checkmark over a box means you will produce that item
  • Added SkillPoints
  • (Armory): Implemented Fire arrow menu & icon. Menu actions work but unlock isn't implemented yet to change arrows to fire arrows
  • Changed default ProcessType in the Armory to process Arrows by default
  • You can now assign skill points to Arrow Tower stats
  • Lowered Arrow Tower Damage
  • Implemented Armory menu and statistic menu
  • Added Armory stats via statistic window
  • Added Armory level stat, hp bar, and checkmark selection
  • Implemented new Armory menu textures
  • Armory menu now scrolls
  • Added new icons to the armory menu
  • Animated armory menu
  • Added a check for Processes that are locked or unlocked in the Armory
  • Arrow Tower now has statistics. Click top right of the menu like the armory to view it
    Campaign:
  • Did more work in the first part of the campaign. Plains Campaign 1 is finished
  • Started on plains Campaign 2
  • Repositioned camera when the enemies attack at the end of Campaign 1
  • Added more Tutorial 2 text
  • Reworked some of the Tutorial 2 text.
  • Worker will spawn in Tutorial 2 -- not workable yet
    Fixes:
  • Fixed pathfinding not working right with different maps
  • Fixed inventory duplication that dupped the Player inventory GUI.
  • Fixed inventory tooltip not showing when hovering an item.
  • Fixed Towers will no longer shoot enemies that are in the process of waiting to explode
  • Fixed last part of the first plains campaign not continuing
  • Fixed Tower XP bar width scaling too long when it gains XP
  • Added a check in loadout inventory to see if an item already exists. If it does, don't add the same item in the inventory. This fixed going back and forth from the Main Menu to Campaign 1
  • Fixed text not showing in the second tutorial
  • Limbs and graves will delete when SpawnManager resets
  • Fixed a major issue with Tower targeting. Towers will no longer target enemies with 0 or less HP. For good, hopefully. This also fixed XP bar length issue because the targeting was buggy
  • Fixed a few limbs not being removed when you start the next tutorial
  • Fixed arrow rotation
  • Fixed arrows colliding with dead enemies
  • Arrows will now spawn behind towers instead of on top
  • When your mouse is hovering an open menu, it will no longer click another tower to open its menu. Same goes for all menus on all towers and workers
  • Fixed when about to spawn a tower the game starts, but the tower following the cursor does not go away. It will now go away and reset all variables linking to it.
  • Fixed when in the ESC menu and the night cycle hasn't started it would show the tile hover square
  • Fixed Cannot place Tower here error showing even though you can place a tower on that tile
  • Tile hover square will now show even when in night mode
 

Tommy

Founder
Conversion to Unity has been smooth so far. Got a lot done in the past couple of days.

Screenshots:

Inventories have been coded and are finished except for the storage and obviously item tooltip. I also added item stacking (which I don't have in the XNA version).

bDS7tA4.png


Day/Night cycle
Enemies spawn, follows the path and attacks the wall

aROwk92.png


More work needs to be done but it's getting there.
 

Anthonys-Toolbox

Epic Member
Awesome stuff man! I guess since I've kind of dilly dallied with for Unity3D game cheating , I'll uh..... let you know where particular exploits can be created at and such, not how to patch them up though :( , I can break things, no idea how to fix what I break though lol. That is if it's going to have some sort of online functionality like leaderboard data submission, or credit purchasing or something to that extent.
 

Tommy

Founder
Awesome stuff man! I guess since I've kind of dilly dallied with for Unity3D game cheating , I'll uh..... let you know where particular exploits can be created at and such, not how to patch them up though :( , I can break things, no idea how to fix what I break though lol. That is if it's going to have some sort of online functionality like leaderboard data submission, or credit purchasing or something to that extent.

Yeah, single player wise: cheating doesn't really matter since it is pointless to try and resolve it. Not sure if I'm going to have a leaderboard or not, I might, who knows.
 

Tommy

Founder
Graphics are being changed, which will delay the project, but it is worth it. We will have an announcement posted soon with the new artwork soon in the Greenlight post.
 
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