A game about saving your treasure from the angry elements! Get some backup from your trusty monkey friend by bribing him with bananas!
Adding Tower Upgrades
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Author: Christopher Solomon
My priority for this week was adding some tower upgrades into the game. Up to this point a few upgrades that affected the player had been implemented, but the other categories wer
Welcome to "Island Defenders" In Island Defenders, you play as Edgar “Eddy” McEdgison, the toughest space pirate in the galaxy. He finds his secret island where he stores his stash of “treasure” under attack from angry elementals. He sends his trusty companion Kugo to find reinforcements as he holds down the base from the invaders. Build towers and defend the island against ever-increasing hordes of elementals. Bribe Kugo with bananas for new towers and upgrades after each round until all the elementals are vanquished or your stash is uncovered and pillaged. Careful not to lose your towers or your life to the elementals!
Author: Yashwant Patel Problem: One thing that we are currently working on is implementing tutorials or ways to let the player know of certain mechanics. Currently we didn't have a way to insinuate why enemies only spawn in certain lanes and when they will start spawning in other lanes. As a player this raises questions such as "Why can't enemies spawn here?" or "When will enemies start spawning in this lane?". The easiest thing to do would be to utilize the tutorial system we have in place, but the bosses also spawn during the waves where the lanes get unlocked, so why not knock out two birds with two stones? Solution: Since bosses are introduced and waves are unlocked during the same time a cutscene would do rather nicely to showcase a lane unlocking and a boss being introduced. Ugh cutscenes once again. Will they be dynamic though? Nope, just plain old cutscenes. The first order of business was to have a way to insinuate to the player why enemies can...
Author: Matthew Steinhardt The Problem: When setting out to design our building system, I imagined a simple, streamlined system that would be easy to add new towers to for a quick, iterative process down the line. The first thing I thought to do was design a framework for our Towers. We need a base class to classify all our towers under for easy coupling to other systems (i.e. the enemy elementals). This wasn't such a big deal. Thanks to the modularity of our health system, I was able to simply extend a TowerHealth class and slap it onto our Tower base class. However, the true complexity came about when deciding how best to tackle the "preview" requirement for building. When a player selects a tower from our UI, they are presented with a preview of what the tower looks like, and they can determine where to place it using the mouse. This became more complex when I had to take into account the building restrictions we placed on towers. Towers should not be placeable on t...
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