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!
Implementing A Flyweight System in Blueprints The Problem: How to Properly Implement? The first task was to figure out what types of tools were at my disposal to make a flyweight system in Unreal using blueprints. I was very lost when starting out, so I started with how I would make such a pattern in C++. This would include making a custom static structure that would be shared between all instances of the tower class. Furthermore, at each child, I could derive a custom flyweight object for each type. First, I looked into whether Blueprints supported static variables and unfortunately, I didn't find a satisfying answer there. My next idea was to find a blueprint that would persist throughout the entire level and simply jam all those tower values in there. This definitely wasn't an "elegant" solution, and it had additional potential problems as well. Each tower would need to be added to this central blueprint and custom functions to retrieve their specific data would ...
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...
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