First things first: what happened in the past? Keep in mind, the game originally was Hungarian so the following picures’ texts will be Hungarian. Also this was my very first Unity game ever. I’m more skilled now, this is why I’ll rewrite the whole game from scratch and this is why I do this salute to the older versions.
First and most important mechanic.
The first and most important mechanic is of course the “tower shooting the attacker” mechanic. The grey rectangle was coming from the left to the right. When the attacker collided with the tower’s range, it started to shoot the attacker.
Oh boy, that’s lot of towers.
Okay that was a huge leap from the first version to this. The player could place towers with the mouse using the “menu” at the top. This was before the grid was invented.
I was rushing like crazy with the improvements.
Grid, mouse actions, lo’ o’ towers. Nuff said. Little X/Y coordinate debug screen for my pleasure too.
Woo woo soldiers on all rows!
Soldiers could spawn on any row in this version. More bugfix boxes and some temproary info about the defender’s stats.
Sadly these releases were lost due to a saving-issue.
Three tower types, tooltips.
The player could choose from 3 towers and the towers couldn’t be placed on each other in this release. Starting to look like a game, eh? Just wait.
GUI interface? It can’t be!
A fancy GUI interface was implemented in the game in this version. The sad part about this is that it may be changed to the previous version, because in that version I can add more fancy and flashy effects, tooltips and so on. Furthermore the OnGUI is called every frame which is resource-consuming, while placing a prefab which acts as a button is eazy-breazy.
What’s up with those locked spaces?
Health bars! And… a soldier army? That’s right, and also wrong. In this version the one soldier image was changed to six, but nothing more. It just gave the feel of an “army”. But the health bars are true and working. The locked spaces are a secret for now, at least the left ones. The upper ones were removed anyway in the next update. Also an exact tower was implemented in the game: the Halfling Tower. Woo!
Graphical improvement + more.
As I said the upper locked spaces were removed from the game. But there was a huge graphichal change in the game. The game’s main gimmick: the core system’s roots was planted as well. The soldiers were different units this time not just graphical changes.
My my, that’s a lot of towers.
The core system was ready as well as the main towers. Minor color-changes indicated the different towers.
Ton of info, lot of unnecessary things.
Every tower’s stats were out in plain text format just for me. Every core was implemented successfully. Unnecessary picture based bones/souls displayer at the top. This is the final version before the huge change.
This is where I’m at right now. Why is it necessary to burn down the game and build it up again from scratch:
- The game is 1v1 online. I’d have to rewrite almost the entire source code anyway so the game can support it.
- I’m more skilled now. It was my first game attempt in Unity and I was a big newbie back then. Since then I made 2 games in it and got a little knowledge about this whole thing so I can make the game 10 times better and more optimal for the computers as well.
- I want to make it more flexible than it is right now. It supports 800×600 resolution only with no option to stretch the screen or anything and it’s a bit annoying. It’s not really player-friendly either because of the limited space for the HUD.
- I can still use a lot of the existing source codes so I won’t have a really hard time to implement the new ideas and mechanics so it’s a little price to pay for a so much better product.