Tower defense enemy and tower system

Hey all, I and a few friends have been working on a tower defense game for a little over two years now and we want the game to be hard to exploit and feel smooth. In order to do this we decided to make the enemy’s and towers not actually be real, rather parts on the server, but I’m not sure the best way on how to do this. I managed to make a system like this but It got way too confusing for me to work with when it came to the towers portion. Let me know what you guys think is the best idea for this.

Thanks,

  • Zeyan
1 Like

From what I understand on what you’re doing, it should be correct as most other TD games do the same approach

Where you say towers portion, do you mean by how the server bit of the tower views the server sided enemy? or am I just a little clueless.

1 Like

You’re spot on with that assumption. This post is more of me looking for a whole idea on how to completely recreate this system.

Ah, then maybe I should of continued :sob:

Mainly they would do it your approach, as of using a part on the server and having the client render the movement, animations and such. I would probably do it as a table that tells you which enemy is at the front (if thats what you want) and the tower will fire their weapon at it. Of course remember to add the enemy when spawned and remove it when they die. Always do checks too to see if they are in range too

1 Like

I’ll try this when I get the chance, will mark this as solved for now.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.