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Tower Defence Progress

Published May 23, 2018
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After a few days away from home I've done a bit more on the game. I must admit I'm kind of looking forward to wrapping up and working on the next thing, so am thinking more in terms of what I need to finish.

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  • The towers now have separate logic and firing / sounds. There are just 3 so far but I'll probably add another 2 or 3. Don't know if I have the energy to put in an upgrade path for tower technology .. maybe if people play it lol.
  • The enemies now attack towers as well as your base. The AI for this is pretty simple, and they have no collision detection, so just go for the tower that attacked them. Maybe I will put in collision detection but it potentially opens up a barrel of worms (avoiding stuff) so I may leave on the todo list.
  • Towers have health and once they are destroyed they stop working and have smoke coming out. You can repair them by clicking, this costs money in proportion to how damaged they are.
  • The building placement is a bit better now, there is a zone around houses where other buildings will not be placed so they aren't too close together. The buildings and props serve no function as yet except they prevent you building towers on that spot, so you have to be a little strategic to where you build.

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  • As I'm a little worried the unity terrain is not practical both in terms of installation size and performance, I've just today put in some procedural texturing of the ground block underneath the play area which I am using as an alternative to unity terrain. It looks okay now after some research into how this was possible, I did it with just software texture splatting and precreating the texture on level load.

On the terrain front I plan to vary this and the buildings / trees etc as you progress through the levels, so it doesn't look all the same.

I should probably also put in a high score table, as it feels a bit of a let down when you get a long way then fail a level. But that depends how easy it is to put in a keyboard to type in a name, as it might not be played on a desktop. Actually I've no idea if it will work on other platforms but I'm hoping unity will handle most of that automagically. The controls are pretty tablet friendly so far.

A big issue to confront will be installation size. I'm not sure yet what this depends on but it seems ridiculous when I've done test builds (187 megs last time). Hopefully I can get some kind of build log to find out what is being included in assets and strip out a load of unneeded stuff and oversize textures etc.
 

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3 likes 2 comments

Comments

Awoken

" I must admit I'm kind of looking forward to wrapping up and working on the next thing, so am thinking more in terms of what I need to finish." 

I hear yeah, I find that switching from one project to the next week to week is tough.  There is a motivation drain at the beginning of every week. 

May 24, 2018 12:59 AM
Rutin

Looking very good! :) 

May 24, 2018 01:02 AM
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