Recently I’ve taken the opportunity to follow along with the Tower Defense Series that Asbjorn has made and since it’s taking him some time to put out more videos in the series I decided to fork off onto my own and see what I could do.
Node Defense is my continuation of this series.
I’ve created a Github Release which you can download/play at your convenience. Installation instructions are provided in the download itself.
Please send any feedback/suggestions/bug reports to firstname.lastname@example.org
Many thanks to Asbjorn for his initial guidance on the mechanics of a Tower Defense game and Unity in general. And thanks to anyone who takes the time to check it out/give feedback!
2.2 Update Released
Leaderboards have been added!
Your highest wave reached in a given game will be recorded and displayed in the menu (along with the highest waves of other players!)
2.1 Update Released
-Significant balance changes
2.0 Update Released
-Prestiging functionality is now fully implemented!
-Upon reaching your account level to 72, the player has the option to “Prestige”, which resets EXP/Level/Skill points, but grants a Prestige Point, unlocking new buffs for the player
-For every 2 account levels the player reaches past 72, the player gains an additional prestige point
-Fire Tower modeled and scripted (Fire Tower deals damage per second to all enemies in its range)
-Allegro Tower modeled and scripted (Allegro tower line will apply buffs to other towers in their range)
-Shop UI updated for Allegro/Fire towers
-Node UI will properly show an upgrade button as unavailable if one of the slots does not contain an upgrade path
-New Difficulty enemy/map options have been separated in the prestige tree (i.e you unlock them separately)
-On Harder difficulties, the base health of enemies will increase and worth delta (how much the worth of an enemy grows over several waves) no longer increases