- Towers, Turrets, Turtles, Tutorials - 2 February 2023
Hi everyone, time for another update The big one here is we reworked the tutorial, It's now split into two parts: what you probably know if you've played a tower defence before what Towers, Turrets, Turtles does differently. it does this with a really neat objective system, alongside our older dialogue and image popup systems. the achievement for beating the tutorial is now achieved by beating the second tutorial, as is the highscores. Changes Turbo mode no longer gives more gold and increases turret costs, but instead reduces gold income. Turrets still shoot faster, and you still start with more lives. triple turbo is now the default mode rebalanced entire game, fire rate upgrades should be stronger overall, and upgrading turrets is always worth the money. turtle turrets are now (ironically) the best turrets to rush out. added noises to the Gnome peas what do you mean you've never seen…
- small update 1 - 22 January 2023
Hi Everyone, A small update for Sunday, we added a new interface for the wave panels, that should make keeping track of what wave you're on easier, and fixed some minor bug related to hidden achievements, Have fun!
- Towers, Turrets, Turtles, Twitch - 19 January 2023
Hi everyone, It's time for another update, this one took a bit longer than expected, but I'm happy to show the features. Twitch Integration as the title implies, the biggest feature of todays update is twtich integration, you can connect your twitch account to Towers, Turrets, Turtles to read your (or someone elses!) Twitch chat, and the Peas will read it for you, alongside who said it. have fun shooting your Twitch viewers over and over! Improved Building We've also added two new building improvements, a centre marker, and resting grids. even when you're not building you can now see where you could build, and where your mouse is currently hovered over. we're hoping that this should make your time building a lot easier, as trying to find it all without any convenient reference when there's already so much going on can be tricky. all of this can be disabled in the options menu, so use it…
- Towers, Turrets, Turtle, Tooltips! - 10 January 2023
Hi everyone, We just released a update to Towers Turrets, Turtles, this one is relatively small in nature but includes bug fixes and Quality of life improvements I'm sure everyone would like. Tooltips we now support tooltips, they're super easy to implement, so we should be putting them anywhere they'd be helpful, although this doesn't seem like a big deal, it allows us to rethink how we display data to the players. Pausing We've also improved the pausing system, which means that the game will stop entirely when doing things like reading dialogue or browsing menus. We've also added a pause button which will stop the game and buy you time to plan! You'll find it in the top right corner, by the main menu button. fixes improved positioning on building confirmation and upgrade panels, especially on unusual resolutions added text to explain what the turbo mode dropdown actually is fixed posi…
- Towers, Turrets, Turtles, Turbo - 5 January 2023
Hi again everyone. Since we're launching tomorrow I thought I'd try to get in one more post, this time about how inspiration stuck and what I ended up doing yesterday. One of the things I saw During our beta testing over Christmas was that players would try to launch multiple waves at once, since they wanted to see bigger and more intense battles unfold on their screens, they'd do this even if it would end up losing them the game. As a response I decided to put all that optimized code to use and make TURBO MODE you may be asking, What is TURBO MODE? Turbo mode is an exciting new way to play that allows you to fight more Peas, that appear faster, and multiple times! During normal gameplay, you'll normally only have to fight a wave once, but during Turbo mode, you'll fight two or even Three waves of peas at once, they don't immediately get taken off the list either, so each wave will have…
- New(New) release date and Update #1 details - 23 December 2022
Hi Everyone, its been a short while. We've made the decision to push back the launch date, to avoid competing with the Steam Winter Sale. Our new Launch date is 6th January 2023 This has given us time to work on the first content update and get some internal feedback from Beta Testers, It's been really fun to watch people who haven't played the game for hundreds of hours get their hands on it, and their most important feedbacks should be implemented way before launch. While I can't really talk about it until I have something to show, I'm really looking forward to sharing it with everyone, as it should double the amount of playable content and really mix up what a Tower Defence can be! That's all for now, see you all at the launch!
- New release Date, And How to find paths! - 12 December 2022
Hi everyone, We have some news to talk about before we proceed, so lets get that out of the way first First off, We've unfortunately had to move our launch date to the 19th of December, this was due to some misunderstandings regarding steams internal publishing rules, fortunately this will give us a little more time to do some final testing before launch. Secondly, We've managed to get Steam achievements integrated into the game much sooner than expected, so the game will be launching with steam achievements! We have 23 achievements at launch, with a few on the way for each content update we release! This includes two secret achievements that you'll have to go Really far out of your way to get. Here's a few icons for achievements you can get throughout the game. Anyway, lets talk about todays main topic the Pea pathfinding AI. Let's use an example, can you solve this incredibly complex…
- Optimisation and speed - 7 December 2022
Hey everyone, It's been two days since we revealed Towers, Turrets, Turtles on steam, and we've been working hard polishing whatever we could find, so we thought this would be a great time to talk about framerate since it's a very important part of game development and making things as good as possible. When optimising there's a few things we keep in mind, 1. Our developers (both of them!) have very beefy PCs, older machines will run slower than what we're used to. 2. Laptops (which are a huge part of the gaming market) may not have big graphics cards required for fancy effects. 3. There's a few things that can eat FPS if mishandled, you're probably familiar with ones like lighting and large open spaces, but this can also include less obvious things like interface and targeting. 4. There may be a lot (and we mean A LOT) going on both on and off screen at any time, so stress testing how…
- Hello, World! - 5 December 2022
Hi Everyone, I'm Fergus, the lead developer of Towers, Turrets, Turtles, And I'm making a blog post! Today we launched on the steam store, It's been a long road getting here, and I'm really hyped to talk to you all about it. Most of the work left to do before our launch on the 16th is going to be focused on optimisation and refactoring existing content, but I'm going to share some of the stuff we already did, and some of what we're doing, as we go along. So here's my first feature to discuss, our new transparency system. Unity by default, has a Transparency system built in, but this has problems, especially regarding the concept of a Z axis our old solution to this was to use a secondary camera and limit the opacity on that, meaning that the objects it rendered were transparent, but that was tanking our framerate to a level that really wasn't going to work for anyone. Fortunately, I got…