After finally hunkering down and putting some good work, this game seems to finally be taking some shape. Currently, there is only one default tower and enemy, so rate of fire, damage, etc. are all uniform and each enemy takes the exact same number of shots to kill. There is no physical representation of whatever is being fired from the tower, so to show that a tower has fired, it turns black and fades back into color as it recharges. The enemies on the other hand start out white and fade to red as they lose health. Because these effects are achieved through pygame surfaces, I’m not sure if these effects will survive once actual sprites are introduced into the game. For the moment though, it looks pretty cool.
In terms of gameplay, its still relatively limited. The interface works by always having a current tile of the map selected. This can be achieved by simply mousing over the tile or by using the keyboard arrow keys to move to the desired tile. As discussed earlier, the fact that this game is centered around typing makes it pretty important that the game can be controlled completely through the keyboard (unlike most tower defense games), thought the mouse also cannot be ignored completely. Taking a cue from GemCraft, selecting a tower tile will display the important information on the side panel as well as drawing the actual firing radius of the tower on the map view. The towers record their total damage done so that the user can see in real time which towers are being the most effective. Towers can only do one-target, direct damage but splash damage and damage over time will be implemented in the future. Resources are also simply implemented. Resources count up at a rate of 1 per second and any enemy killed gives resources equal to the initial HP of the enemy. Towers cost 200 resources and can be placed on any grass space.
Heres a good shot that shows most of the current version, with towers and enemies changing color along with a tower highlighted to show the radius and information panel.

















