How to Make Tower Defense Waves and Towers
Advanced 14 min Advanced
Placement grid, tower targeting, projectile/combat resolution and wave economies.
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How it works, step by step
- 1
Path defined by waypoints; enemies interpolate with health pools from wave scaling.
- 2
Placement validates grid cells + cost server-side before creating the tower model.
- 3
Tower component scans targets by strategy (first/last/strongest) on a heartbeat cadence.
- 4
Projectiles resolve damage server-side with range/fire-rate respect.
- 5
Wave director escalates composition; economy pays per kill + wave bonus.
Concepts you'll use
- Waypoint interpolation
- Targeting strategies
- Server placement authority
Mistakes that cost you players
- Client-placed towers get deleted by opponents' clients — placement must be server truth.
- Per-frame target scanning across hundreds of entities needs cadence throttling.
Every script above — written, placed & wired in ~30 seconds
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