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Releases: lorgan3/open-td

The tiny update

14 Oct 17:44
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This is a tiny update which changes some of the level music and adds one more.
I've also made another attempt at improving the balance of the game and fixed 1 bug.

The musical update

24 Sep 16:41
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Open TD version 1.1.0 brings a couple of fixes as well as something that was still missing: music!

Thanks to a kind redditor Open TD now has a total of 5 songs to play throughout the game. For this a separate music control has been added so both the sfx and music can be controlled individually.

Furthermore this update adds a nice credits screen which shows all assets that are used in Open TD as well as some minor balance changes. The boss behaves slightly differently and mortars have a smaller range.

The fixes include (hopefully) fixed rendering glitches in some cases, railguns should hit large enemies more consistently and flames should be consistent regardless of FPS.

The mobile update

18 Aug 19:09
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This update makes various changes to make the game playable on mobile:

  • Update all menus to work on smaller screens (adding scrollbars and truncating where necessary)
  • Update the HUD to also fit mobile screens
  • Make sure all actions can be performed using a touchscreen
  • Rewrite the world rendering to use webGL 1.0 for better compatibility

There are also some small bugfixes, the ui now uses sprites instead of emojis and I made an actual logo.
With that I've also decided to make this the 1.0.0 release.

Have fun!

The easy update

14 May 16:21
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A new important feature has been added! The game will now save after defeating a wave. This means you can now quit and continue later if you want. You can also restart a wave when you lose without having to start all over.

Besides saving/restarting the boss enemy was also tweaked to attack slightly slower and show how much hp they have remaining. Finally a new difficulty was added: Practice. In this mode you have infinite money and achievements are disabled. Great for testing out the game and its mechanics.

Last but not least I've added a little screen shake and explosion whenever a tower is destroyed. Destroying the base triggers more screen shake and explosions.

The endgame update

20 Mar 20:20
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A lot has changed in 1 week time!

  • Two new special enemies that are significantly stronger than the previous strongest enemies. One spawns exactly every 10 waves and instantly destroys your base when it reaches it, consider it a boss.
  • The game can now actually be won by discovering the whole map.
  • The simulation speed can be adjusted if you think the attack phase takes too long. Be warned though that the simulation will be slightly different than at normal speed.
  • A random seed is prefilled every time allowing you to see more more cool randomized worlds.
  • Balance change: discovering a spawngroup naturally now awards 2 wavepoints. The game felt too difficult and this gives you a reason to not use radars.
  • Balance change: emergency repair and emergency regenerate are now more useful at the start of the game.
  • 3 new achievements related to killing enemies using AOE towers.

The graphics update

11 Mar 17:13
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This update overhauls the graphics of the game:

  • The terrain now uses the LPC tileset and blends them together using a shiny new fragment shader.
  • Trees now get cut down instead of disappearing directly.
  • The upgrade menu got some new graphics thanks to stable diffusion. It has also been changed to be less overwhelming for new players.
  • Projectiles also got some stable diffusion magic.
  • All tiles are also packed together in 1 big atlas which improves performance in theory.

The achievement update

12 Feb 12:36
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This update adds 2 important features of a game:

  • Achievements! There are 10 achievements of varying difficulty giving you a goal to work towards.
  • An ingame menu. Gone are the days of refreshing the page when the game is over! You can also change the settings including the renderer without having to restart the game to prove a point to those AAA titles that require the whole game to restart when changing the graphics I guess.

The mechanics update

29 Jan 15:03
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Several mechanics have been changed in an attempt to better balance the game:

  • The amount of towers that can be built depends on the size of your base.
  • Armouries have been replaced with (cheaper and less effective) barracks to allow expanding your base more easily.
  • Electric fences have been replaced with tesla towers which stun and damage all enemies within range.
  • All AOE towers now use power to operate (Tesla, Mortar, Railgun)
  • Warning icons showing the direction from which enemies will spawn now also show the type of enemy.
  • Money is now given at the start of a wave and depends on the wave instead of the enemies spawned.
  • Spawn patterns and locations have changed a bit.
  • And more minor tweaks.

There have also been some changes under the hood:
Pathfinding now happens asynchronously in a web worker which means the game doesn't stutter when long paths are calculated.

And last but not least enemies and mortar shells now have shadows!

The MVP

28 Dec 13:30
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This release was created right after the addition of sound and changing the way wave points are collected. Previously you would get them after defeating a wave, now you get them by discovering an enemy spawn point.