Hey y'all,
Been developing a multiplayer tower defense game since a while and figured I'll take the plunge and set up an online presence (studio, socials, bla bla). I post here mainly, because I'd like to meet other devs, artists or designers (even better if you're from Germany/NRW), so feel free to say hello.
Here are some key pointers:
- Lead platform: PC (Linux/SteamOS -> Windows -> Mac
- Genre: Tower Defense, Roguelike, Multiplayer
- Engine: Unity3D
You can find the studio/game here:
https://bsky.app/profile/mabussoftware.bsky.social
https://x.com/mabussoftware
https://www.instagram.com/mabussoftware
Or my personal socials here:
https://bsky.app/profile/lemonspurple.bsky.social
I'm always open for critique and feedback, but as of now there is little to show visually, as the project requires a lot of overhead to function. The biggest issue was probably to learn programming (since I'm an artist by trait I never really came into contact with code, hence it took me +-2 years to get a good grasp of the fundamentals). I remember this as exceptionally frustrating, which is probably because for gamedev you have to learn the engine, programming itself and how to realize your game at the same time.

Anyhow, today I have a working lobby/prototype that connects players from pretty much any platform of their choice. The last thing I added was a database structure that will support ongoing localization and basic menus / UI / tooltips that correspond with an ability database. This feels like no progress at all, because the simplest gameplay loop doesn't exist yet, however, I figured that this will be such a pain in the butt to add later, that I wanted it to be interwoven from the start. Oh, it even has unit tests and such.
In the next step I plan to set up gameobject pooling that is orchestrated through entity component systems (ecs). I like my object oriented programming and ECS + networked objects sounds a bit scary to me, but in case of a tower defense, this paradigm simply excels performance wise.


