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As far as experimental features go, I really like playing on the TV with Apple TV and Airplay, so we added iOS controller integration to the game. Our custom engine leverages a lot of iOS optimizations to make this fast and keep framerates solidly at 60fps on modern devices. Tower defense games in general are a challenge performance-wise because you have a lot of characters on screen that need to be drawn, animated, and run AI. A bit more on the technical side, we’re leveraging a lot of new “under-the-hood” iOS features to provide the graphics and animation you see in the game. Since people tend to invest a lot of time in TowerMadness, this was really important to us.
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For one, we’re making full use of iCloud to let players carry their progress with them from device to device, and ensure nothing is ever lost.
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About nine months ago we cracked it, and set to work building TowerMadness 2.ġ48Apps: How has the evolution of iOS since the first game changed the development of TowerMadness 2?ĪK: The Apple Xcode tools we use to develop our games have been consistently improving over the years – but specifically for iOS, we’ve enjoyed leveraging a lot of new iOS features in TowerMadness 2. It took a long time to find a vision that worked. We’ve gone through a fair number of rejected design doc ideas that we ultimately decided would be too different, hard to play, or just not that fun. We did have a few “false starts” with TowerMadness 2, though. We’ve been fortunate to see them grow into massive franchises of their own, and each appeals to a different group of players with different expectations from games. In the years that went by, we developed and released Nuts! and Zombie Gunship. But in terms of releases, we had to go explore other ideas and grow creatively before we were ready to come back to TowerMadness and make a proper sequel. Our hope is to connect players with the game’s world in a deeper way than before, and we added some little surprises to this effect too, like funny descriptions for all the alien types:ġ48Apps: It's been 3 and a half years since the first title was released, how come there was such a significant gap between the releases?ĪK: Well, because of the constant updates to TowerMadness 1 we didn’t really feel like there was a “gap” for players. We spent a lot of time making them come to life with dialogue and sophisticated animation. So far there are two – Bo, a brave ram that defends your sheep against the first intruders into the flock and helps beginning players, and Xen, an old, wise, friendly alien that runs the tower laboratory to help you defeat the evil aliens. They were too perfect to toss out!Īnother big departure from the original was our emphasis on adding characters to the game.

Oh, just two things – the muzzle flashes and the lock icons are the same.

A revolutionary new 3D engine, brand new art, sound I don’t really think anything carried over from the original. We wanted to do significant new things and had to completely overhaul the platform in order to evolve to the next step. At some point though, we had to draw the line. I think this was a big part of why that game was a success – we kept it alive, listened to fans, and added more and more. There were 20 updates, and tons of towers, enemies, environments, and features added.
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What better font of knowledge than that of Co-Founder and CEO, Arash Kesmirian? We caught up with him to find the answers to our questions and more.ġ48Apps: What made you decide to release a whole new game rather than update the original TowerMadness?Īrash Keshmirian (AK): We’ve been building on the original TowerMadness for nearly five years now it went from having only four simple maps to over a hundred.

Following the surprise release of TowerMadness 2 last week we thought it was the ideal time to find out more about Limbic Software's latest title, learn about some of the design process behind it, and discover just how it came to be.
