Full notes
Full Tower Forge: Dark Defense update
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What changed
- Gameplay
- Maps
- UI and audio
Tower Forge: Dark Defense changes
We were very pleased with the interest generated by our game Tower Forge: Dark Defense. Hundreds of people have added our game to their wishlist, and we have received several positive messages that have injected new energy into our entire development team.
Work on the game is ongoing, and every week, we manage to make significant progress. That's why we've decided to share it with you. It's you and your feedback that help us shape the future of the project.
We have come to the conclusion that we want to enrich the gaming market with a game that stands out from the competition. In addition to the classic tower defense elements, we want to see a significant dose of Real-time Strategy in TFDD. To see all the changes in the game, you'll have to wait a little longer. We hope you're excited about the direction towards an RTS style, and you'll support us in our efforts to create an unforgettable game.
For now, we'd like to showcase what has happened in the recent period. You can see what our team is working on:
Map Generation
We've implemented a tool that enhances our control over spawner and resource generation in our maps.
Villages can now span multiple tiles instead of being limited to a single-tile building. Their size is generated procedurally and impacts the amount of resources they can provide. Larger villages mean more workers, but they also require more space for protection.
General Gameplay:
Forests now serve as "natural walls" for defense, and creeps can destroy them if they wish.
Forest removal now requires workers and takes time, rather than instant removal for gold. After removal, the player acquires wood.
Resource-producing buildings now offer an initial burst of resources once workers are assigned.
We've changed how villages provide workers. Instead of generating workers over time, as other resource-producing buildings do, villages "lend" workers to the player. When a village is destroyed by creeps, its workers perish and can no longer be used or assigned.
We've introduced a new Fog of War system with volumetric fog.
There are new UI indicators for hidden objects in the fog.
Additionally, we've added new tower components in the forge. Stone and wood are now resources used for constructing towers, and towers' vision is now a separate attribute that depends on the tower's height.
Tower components are now unlockable and infinitely usable, rather than being limited by the number in inventory.
Source
Changelog.gg summarizes and formats this update. How we read updates.
