Tower Defense Dev Diaries - October 13th, 2022

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October 13th, 2022

Greetings Splinterlanders, another week has flown by and it’s time for an update from the Tower Defense development team at Double Coconut.

We would like to start off with a huge thanks to everyone on the Splinterlands team for inviting us out to Las Vegas for Splinterfest. ❤️

It was an amazing weekend and filled us with even more excitement about our project. 💥

We also must thank all the community members that made us feel right at home. Everyone was welcoming and friendly, we couldn’t have asked for a better way to wrap up our first month of development.

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This Week's Updates

As we hinted at last week we had some great content for everyone at the show. Now it’s your turn to see all the coolness.😎

We showed two demos from our game development. The first was a view of our testing engine, while it’s not much to look at, this tool is important to us in helping to test and balance the game. Our systems and level designers think it’s super sexy. 😍

The second video is actual footage of our early front end engine playing through a typical level. This has VERY rough animations, roads, and movement. While a lot of the elegance isn't there yet, it’s great to see the game already up and running and starting to feel fun.

Some Gameplay

Art Updates

On the art side, last week we shared some of the dark fiends that will be coming to steal your souls. We're working on a pipeline for all of our key art pieces and how they animate:

  • Fiends -- flying, fighting, running, and dying.
  • Boss Fiends, with special effects such as spellcasting, healing, spawning other fiends, or disabling nearby towers.
  • Towers of all types.
  • Spells -- Some spells are immediate and create a special effect right away. Others will trigger when fiends walk into their radius. Yet others will boost nearby towers and heroes. And, finally, some will actually summon troops to help your towers and heroes win the fight and stop the scourge.
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