This video continues my exploration of design principles for making Tower Defense games. I present a goal statement for what designers can try to accomplish when balancing a TD. Then, I dig into the math of damage per second, to help lay out a hierarchy of how effective it is to increase various stats for powering up a tower. After that, I use those principles, plus ideas from the previous videos, to walk through an example of how to affect player decisions through balance.
Episode 1: [ Ссылка ]
Episode 2: [ Ссылка ]
Episode 3: [ Ссылка ]
Discord: [ Ссылка ]
Website: [ Ссылка ]
Reddit: [ Ссылка ]
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