Hi there! The summer blues have crept in on us over the last few months and we are a little behind schedule with the release of beta version 0.5.
Full notes
Full Tower Alchemist: Defend Khaldoria update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions4 changes0 removals
Compatibility
Balance
Gameplay
Performance
Events
Store
addedThe summer blues have crept in on us over the last few months and we are a little behind schedule with the release of beta version 0.5. Nevertheless, we would like to keep you up to date so that you can get an insight into what is currently happening under the hood and what new features await you in the upcoming version.
addedIn this version of our game, we've introduced an exciting new feature: the Chaos Tower. With this change, towers can now have more than one cannon, exclusive to the Chaos Tower. This opens up interesting tactical possibilities for players. However, the implementation of this feature required extensive changes under the hood to ensure that the cannons do not run in parallel and share a common cooldown.
addedVersion 0.5 also sees the introduction of the Chaos Tower's counterpart - the Order Tower. The community was allowed to make suggestions for the design and effects of the tower, which we have taken up and implemented in the design of the tower. You can look forward to a lot of area damage around the new tower.
changedWhen developing the function of the Chaos Tower, the question arose as to how the current target is determined. Previously, the target in the cannon was simply fixed as soon as the turret's autofocus selected a new target. With multiple cannons, this led to a problem: while the first cannon was still aiming or firing at a monster, the next one had already received a new target and was actively attacking. To solve this problem, we had to develop a new logic for selecting and placing the targets in the cannons.
changedCode optimization and Unity capabilities
changedThis change greatly simplified the tower logic that was originally developed in the early days of the project. During implementation, we were able to effectively use our newly learned Unity skills to develop a more efficient solution. We are continuously working on reworking and refactoring the older code, especially with regard to automated testing, which has been a challenge so far. The current source code is not optimally testable, which makes manual testing time-consuming. This is an area that we want to continue to improve in future versions of the game.
Tower Alchemist: Defend Khaldoria changes
addedThe summer blues have crept in on us over the last few months and we are a little behind schedule with the release of beta version 0.5. Nevertheless, we would like to keep you up to date so that you can get an insight into what is currently happening under the hood and what new features await you in the upcoming version.
addedIn this version of our game, we've introduced an exciting new feature: the Chaos Tower. With this change, towers can now have more than one cannon, exclusive to the Chaos Tower. This opens up interesting tactical possibilities for players. However, the implementation of this feature required extensive changes under the hood to ensure that the cannons do not run in parallel and share a common cooldown.
addedVersion 0.5 also sees the introduction of the Chaos Tower's counterpart - the Order Tower. The community was allowed to make suggestions for the design and effects of the tower, which we have taken up and implemented in the design of the tower. You can look forward to a lot of area damage around the new tower.
changedWhen developing the function of the Chaos Tower, the question arose as to how the current target is determined. Previously, the target in the cannon was simply fixed as soon as the turret's autofocus selected a new target. With multiple cannons, this led to a problem: while the first cannon was still aiming or firing at a monster, the next one had already received a new target and was actively attacking. To solve this problem, we had to develop a new logic for selecting and placing the targets in the cannons.
changedCode optimization and Unity capabilities
Hi there!
The summer blues have crept in on us over the last few months and we are a little behind schedule with the release of beta version 0.5. Nevertheless, we would like to keep you up to date so that you can get an insight into what is currently happening under the hood and what new features await you in the upcoming version.
We are planning the release in November. As always on our Discord.
Introduction of the Chaos Tower and the Multi-Cannon feature
In this version of our game, we've introduced an exciting new feature: the Chaos Tower. With this change, towers can now have more than one cannon, exclusive to the Chaos Tower. This opens up interesting tactical possibilities for players. However, the implementation of this feature required extensive changes under the hood to ensure that the cannons do not run in parallel and share a common cooldown.
Introduction of the Order Tower
Version 0.5 also sees the introduction of the Chaos Tower's counterpart - the Order Tower. The community was allowed to make suggestions for the design and effects of the tower, which we have taken up and implemented in the design of the tower. You can look forward to a lot of area damage around the new tower.
Challenges: Target selection and gun coordination
When developing the function of the Chaos Tower, the question arose as to how the current target is determined. Previously, the target in the cannon was simply fixed as soon as the turret's autofocus selected a new target. With multiple cannons, this led to a problem: while the first cannon was still aiming or firing at a monster, the next one had already received a new target and was actively attacking. To solve this problem, we had to develop a new logic for selecting and placing the targets in the cannons.
Calculating the range
We asked the community how we could best display the tower range so that you could understand it without any problems. It was decided that the range should be based on the center of the 3D model of the tower.
Code optimization and Unity capabilities
This change greatly simplified the tower logic that was originally developed in the early days of the project. During implementation, we were able to effectively use our newly learned Unity skills to develop a more efficient solution. We are continuously working on reworking and refactoring the older code, especially with regard to automated testing, which has been a challenge so far. The current source code is not optimally testable, which makes manual testing time-consuming. This is an area that we want to continue to improve in future versions of the game.
Overall, the introduction of turrets and the multi-cannon feature is an important step in the development of our game. Improving code quality and continuously optimizing the development processes are crucial to further increase the quality of the game.
Thank you for following the development of our game, we appreciate your feedback and support!