[Alpha] Hero & Tower Defence Game

edited in Projects
Hi Everyone,

I am creating a Hero & Tower Defence game in Unity.
I would like you all to have a test of what I have so far to see your responses & to get feedback on how the game feels.

You play as a survivor who is attempting to push back the onslaught of mutants that is attacking the planet. More details to the story will be put in later.

Basics of the game is that you need to defend the base from the enemies that attack it.
See the Options -> Keybindings menu to see all available buttons ingame.

Links below are to download the latest version (alpha) v0.2.4:
Link to Windows 32bit Download
Link to Windows 64bit Download

Link to Linux 32bit Download
Link to Linux 64bit Download

Link to Mac 32bit Download
Link to Mac 64bit Download

Features:
- The game is 3D
- Cubic Voxel Terrain
- Multiplayer
- Map Creation
- Customizable Avatar
- Skills (no maximum level)
- Weapon Creation & Crafting
- Armor Creation & Crafting
- Spell Creation
- Animation Creation (you make your own abilities)
- Tower Crafting
- Construct Crafting (mini robots that can help you)

Note:
- The game is very far from finished (estimated finish date is end of 2015).
- The game has mostly functional features.
- Graphics is very skimmed.
- No sounds or music.
- Currently there is no tower building yet.
- None of the crafting things is in place yet, so currently you just add the items straight into your inventory.
- Constructs and Armor creation will be done much later in the project.

Link to creating and using Weapons & Spells

Links below are to download the older versions:
(alpha) v0.2.0:
Link to Windows 32bit Download
Link to Windows 64bit Download

v0.1 (alpha version)
Link to Windows 32bit Download
Link to Windows 64bit Download


Thank you.
Kane

Comments

  • edited
    [Balance]
    Spell damage should not be drawn straight from the amount of mana used to cast the spell.

    The following should affect the mana cost:
    • Damage
    • Flight Speed
    • Flight Duration
    • Cast Time (maybe use concentration in your calculation)

    Cast Time should be multiplied by Concentration to get a positive modifier (lower mana cost). Damage should be multiplied by Flight Speed and Flight Duration for a negative modifier (higher mana cost).

    This means if I have a caster with a high Concentration score I can get a lot more damage by using long cast times. If I prefer to focus on Intellect I can simply make short cast time spells however they will not fly as fast or far.
  • thank you for the feedback, I'll add that to my notes to change.
  • What did you have in mind for music and/or sounds? Give me a shout, Keen to get my hands dirty
  • edited
    so I am a pure developer, so my skills/talent for graphics, sounds, music, storytelling (even game naming) is pretty much level -10.
    I have no idea what sounds and music I am looking for yet.
    My basic idea with sounds is to have some basic 'metal hits something' ('wood hits something' etc) sound and then with unity 'on play' alter the pitch to some random value, which will make the sound 'sound' different from the original, thus giving the player the illusion that I have added lots of different 'metal hits something' sounds. Also this will hopefully help me get away from 'hearing that repetitive sound every time I hit an enemy' effect.

    side note:
    I have built my own animation system, as I have been struggling with unity's Animator and I will be creating my Animation Creator GUI this week. This will allow me to create my animations a lot faster as well as allowing the player to create animations (the main idea behind this is to allow players to create their own content), this will allow the player to create 'Abilities' which the character will execute on (to be explained properly later on when I have added this).
    I hope with this Animation Creator, I would be able to hook into the animation skills of my players to create awesome animations and thus polishing the game for me, there where I can't. (also I haven't ever played a game where the game allows you to create your own animations)
    This is a part of my idea to create a very moddable game while still using ingame mechanics
  • edited
    @Kikmi, I have listened to the music that you placed on soundcloud, there was one that took my interest (https://soundcloud.com/kikmimusic/proto-two-teaser) and I was wondering how hard it would be to listen to it with some specific notes/tones (not sure what you call them) taken out. The notes I am referring to is the 'high' notes I think (the ones played in the first 6 seconds of the song). So basically having those notes removed from the whole song.
    Then also you mentioned sounds, is there anywhere I can listen to an archive that you have made?
  • I haven't at this stage done much in the subject of sound design (barring simple intro's and additional SFX for songs), but I'm fairly capable. If you could give me a list of sounds (walking, menu click, door opening, attack action, anything that you would deem appropriate), I can generate a flat wav file for you of what I can make, pop it through mail/skype w/e

    As for the song, it sounds like you'd prefer just the orchestral side of the song, sans the synthesiser sounds? This will be fairly easy to achieve and can be modified to suit your tastes
  • Hi all,

    A new version is out with a couple of fixes and a new feature see link below for release notes:
    Link to release notes

    The first post has the lastest information to get all the builds.
  • Hi All,

    v0.2.4 has been released with a couple of bug fixes.

    Kane
  • Hey bro.

    Just had a stab at the game. I have a few comments:

    1. the weapon/spell creation system is VERY complex. I would suggest that a ' create reccomended button' be added to create a basic weapon/spell.

    2. i find it hard to kill an enemy without dying, with a simple weapon.

    3. i cant see how much life the enemy has left

    4. i would move the creation/crafting system out of the game play area and place it in the first menu system.

    5. it would be nice to know what 'level' the spell/weapon requires in order to use it effectively. so that you know if your avatar can play with it.
  • Hi Seb,

    Thank you for the feedback.

    1) I'll be adding the 'create recommended button' to the weapon creation, next week. Not sure how I'll be approaching the spell creation though, I might just add some basic spells into the spell book which one can then use.

    2) At the moment the game is very hard on startup, so the basic idea is that you need to run and heal (at the respawn area) once your life gets low, and over time as you attack, you'll get stronger (press 'F2' to see your stats & skills). This will be changed in the future so that you can easily kill 2 at the same time, which should make it feel better as a start.

    3) Thank you for reminding me about this. I'll be adding a floating health bars in next week.

    4) I plan on creating a lobby system where you'll be able to select which map you want to play on. Inside of this lobby system you will then be able to create your weapons, spells, constructs, towers etc. Current reason the weapon & spell creation is ingame is because you need to login (assign a character name) which then gets used to know who the item needs to be saved under. I hope to be creating the lobby system (if even an extreme basic version) in 2 weeks.

    5) So there are no level requirements to be able to wield something, however you are as strong as your skills and thus you need to use your skills to upgrade them, making yourself stronger. This means that the an item (like a weapon) is as effective as your skill (the weapon is merely a tool for convening your skill into actual world damage). This will be changed must later down the line when crafting comes into play where an item will give you a bonus which will help you deal more damage.

    Once again, thank you for the feedback.
    Kane
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