These past several weeks have been both incredibly exciting and stressful. Demon Defense
, which will be abbreviated DD
from here on out, is about to receive a major update and I'm ready to provide you with more information. The last public version of DD
, 1.3, was published in June of 2011 and added perks on top of an already sophisticated game. Those perks, two to be exact, allowed players to spend 600 dollars in exchange for a constant flow of health and/or ammunition. There were also other notable enhancements such as sound effects when purchasing weapons and ammunition and the ability to see the second player's amount of money on the heads-up display (HUD). You can see a video of DD 1.3
in action here
. Although that version of DD
far exceeded those that preceded it, the upcoming DD 1.4
presents drastic changes that even I never saw coming. Below, I will discuss the most significant improvements.
Firstly, in DD 1.4 you will now be able to play with up to three other players. Four-player support is something I've dreamed of ever since the project was conceived and when you see it in action for the first time, I think you'll agree that it's DD at its best. We've worked diligently to ensure that you can interact with one another, too, in order to function as a team. Each player can see the names and amounts of money possessed by other players at all times. We've also added a Money Transfer Machine near the middle of the map where the health items once spawned. This machine, as its name implies, allows you to transfer specific amounts of money to any living teammate. Already, this mechanic has produced scenarios in which a player short on ammunition (or health) and cash was able to receive the latter from a teammate and get back into the fight.
Secondly, for the first time in any of the DD versions, traps are making an appearance. "What exactly is a trap?" you might ask. A trap, in DD terminology, is a player-activated hazard whose purpose is to kill monsters and reward players with a sum of money each time they do so. We've implemented two traps: The Electricity Trap and the Ice Trap. The Electricity Trap features a row of devices along the ceiling that, when the trap is activated, shoot streams of electricity down to the floor. Anything that passes through, whether it be a monster or player, gets zapped. The Ice Trap, on the other hand, is a little more sophisticated. When activated, two columns rise from the ground and nearly touch the ceiling. Anything caught in between the columns and ceiling during this process is instantly crushed and killed. Next, the columns generate a blue force field. Anything that passes through the force field is instantly frozen. These traps are not just a great way to make an escape and kill your pursuers if you're low on health or ammunition, but they also serve as a way to assist teammates in that each kill awards every player a total of 75 dollars.
Lastly, a brand new map, Archives, will debut in DD 1.4. Archives, designed by my friend Lanix, is different in that players progress through the level in a linear fashion. Rather than purchasing and opening doors to access new areas, this map requires that players survive five waves before a large set of doors lowers, granting access to brand new areas with fresh goodies and larger playing fields. Also, rather than monsters slowly approaching from outside, in Archives they drop in through large openings in the ceiling and flood the area. As a result, the map is both faster-paced and more difficult. As a matter of fact, if you're new to DD I would recommend warming up on the original map (now named Locht und Lodet) before playing the new one.
Despite the stress this project has induced and the many hours I've spent improving it, I'm incredibly satisfied with how this version has shaped up. Four-player support is a huge deal, traps will allow you to fall back and rest at the expense of a couple hundred dollars and more than a few monsters' lives, and the brand new map is a great breath of fresh air for those of us who've played the original to death. There are other subtle improvements, too, such as a fancy title screen and new font, but I'll not ruin any more surprises. Instead, I'll allow you to experience it firsthand here in just a few weeks. When you do, I hope that you'll agree that DD 1.4 is better in every way imaginable.