0.29

Few changes here and there.. Like new level created in World Machine, a bit better looking trees, bots that are stupid but should be enough for target practice and that is about it :P

Forum

I think I will take that down. No one uses it anyway. Almost 200 users and about 10 real human ones, I guess. Maybe will return it later, maybe not. As for game, update with bots and better looking level is coming soon.

0.26

New version is up. Changes include new level, earth elemental’s model and few bugfixes like the one with network time that showed up once a day and stops the game :D And resending code is redone so game should be playable now.

0.24

New release brings a lot more trees, some balancing changes, some text announcements like when enemy hero attacks tower, changing minimap background to use three colors and lanes being named after them – red, green and blue, displaying some stats in ingame menu, towers prefer to attack creeps now to make it easier for close range heroes and that’s it. Yeah, I was slacking somewhat :) )

I do plan new features for next release, one being important to the gameplay, second would be secret I will probably leave for later and last one being the long range primary attack. For that one I have not decided what to do with it.

0.23

New version is up. Changes include new master server, getting games only within game search radius on map and linux build. Ubuntu 12.04 supported only but others will work. Oh and wave after wave of creeps and tower got added in previous version.

0.21

Changes include few item additions and return of dumb bots. Still super imbalanced. When you buy items you will kill others fairly easily so enjoy that while you can X)

0.20

Quick update. Map is changed completely once again and uses unity’s terrain assets. Looks better I think. It does seem that it can be used in commercial release, too. Will change those assets to custom as I go.

0.19

Here comes new version. Changes include new level, mode, attacks, leveling, items, models and fixes here and there, but it is not yet balanced.

ChargeUp mode – new default mode. Stand under node to overtake it. Each second node under your control generates charge in your Base node. The winner is the one who manages to get to 5000 first. After 30 minutes base node starts generating 100 charge instead of one so one round should take around 30 min.

Items – currently you can buy only boots, other items will be added later

Fire elemental

Front row attacks:
Left click = long range projectile damage
Right click = landmine

Back row attacks:
Left click = rain of fire, damages enemies within area for few seconds
Right click = overheat, all other attacks get their damage boosted

Earth elemental

Front row attacks:
Left click = close range damage
Right click = rock throw, damages and slows enemy for a while

Back row attacks:
Left click = grow, grows big, get bonus hp, mp, attack power, range, regen
Right click = defense field, allies within field get bonus defense while enemies get theirs reduced

Water elemental

Front row attacks:
Left click = long range projectile damage
Right click = teleport, fast move

Back row attacks:
Left click = freezing field, does a bit damage and slows enemy a lot
Right click = aoe heal

Wind elemental

Front row attacks:
Left click = close range damage
Right click = fast move

Back row attacks:
Left click = multislash
Right click = wind push, pushes enemies from player

Changing my mind

After playing few games with bots I found out a few things I don’t like.

1. Easy killing
Sounds like a nice idea, right? Moving fast, slaughtering everything moving in one, two hits. Who wouldn’t like it. But here is one problem. The enemy will kill you in one, two hits too. It doesn’t matter whether you are good or not, you will die often.
Solution: Add leveling

2. Trying to kill
Next problem comes from open environments and trying to be better than your enemy. You will try to damage him as soon as possible, but most often the enemy will be far from you so you will be sniping pixels. And that is wrong. After it will come to polishing the game what would be the reason to spend any time on making elementals look pretty when what will most often be seen of them will be 3 pixels?
Solution: Give attacks closer range.

3. Fast movement speed
Now that the player is forced to attack in close range the speed becomes problem. How can you attack something that gets out of your attack range within a fraction of second? How would you target something that fast up close? It would be almost impossible.
Solution: Slow down movement

4. Fast attack speed
You like firing 10 projectiles per second right? I do too, but hate it at the same time. Why? Because whatever you will do, at that frequency attacks will sound like a gattling gun. That is for one player. When two players like this will start shooting you will hear only some unpleasant noise. And because of animation blending you can’t use single fire animation, you have to use some continuously chanting animation. But this one is minor.
Solution: Slower fire rate

And this is to be done next version.
Plus adding creeps and towers instead of nodes.