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
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: Yashwant Patel Problem: Since the start of the game we've had placeholder UI for many things including the player and island core health. While this did give player feedback on the player's and core's remaining health it didn't have any polish to it which would make the player feel like this is an uncomplete game. So it was time to rework the UI a little bit. After talking it out with the team and looking at some design mockups from Patrick we decided to have circular health bars/ globes for the health. Solution: First thing to do was create the textures that needed to be used in Photoshop in order to use them in the game and I could get a rough idea of what it would look like in the game. Red circle is player health. Purple circle is island core health. Background is Patrick's mockup With the basic shapes and textures in Photoshop it looked decent, now it was time to import these textures into Unreal and start working on the shader. The first thing to do w...
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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