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: Yashwant Patel Problem: We have a nice save system that saves the player's progress between rounds. This is a nice to have since the player can come back to a saved game. Although this brings up a problem for the player which is remembering what they left off with specifically their upgrades. While things like the round, player health, core health, etc. are saved and displayed on the UI the player doesn't have to remember these values when they load up a saved game, but for the upgrades they bought for the player they'd have to remember or keep track of them manually. Sometimes during the playthrough the player might forget which player upgrades they have bought, so this problem needed to be addressed. Solution: One solution probably comes to mind which is just displaying the upgrades on the UI in some form, but the question was how should they be displayed? We could have the player hold down a button and then list out all the player upgrades they have bought or fi...
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