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 The main thing that our game was missing in the last week was polish on certain things. One of the largest thing that we were missing was replacing the placeholder with final UI assets. This would make the game feel more complete and the player would appreciate the game with a finished UI. Since I was working on UI I had an advantage, because I didn't have to go around searching for UI packs since finding assets that you exactly want can be hard. Instead I mostly made everything from scratch with the exception of some elements that I got from freepik.com and modified them to what we needed. The main challenge I faced with the UI was getting everything how I liked. I didn't really use Unreal's tools for UI before in terms of properly structuring the hierarchy for UI elements and properly wrapping everything to have it behave how you want it to, so this took a day to get used to. Another thing that needed to be done was reprogram the UI since the old ...
Problem In Island Defenders we want our AI to go down a lane to reach the core. Ideally the AI should navigate through the lane in a way where they don't cut corners to try and optimize the path they take in order to reach the Island Core. The path finding algorithm is implemented in a way to have the AI reach the destination using the quickest path while keeping obstacles in mind. For most games this would make for good AI, since you want AI to take the most efficient path. In our case we want the AI to always be in the center of the lane even if that path is not the most optimal. This wouldn't affect the user's gameplay physically, but it would seem like an odd behavior to have AI cutting corners in a game like this. For example, if you have a racing game and the AI cuts through the middle of the map in order to go from one point to another it wouldn't make sense. Even though that is the most optimal path in terms of pathfinding it's not the correct path. This is ...
Author: Yashwant Patel Problem: Before the very first round and in between each round the player has access to the upgrade system where they can spend the currency they earn to purchase upgrades. Currently the player has no idea about the upgrades since they aren't told about them. One thing that can help mitigate this problem is to have a "cutscene" at the end of each round that shows a ship arriving with supplies (upgrades). This would help mitigate the main problem and it also solves the mystery of where the upgrades are arriving from. The objective is clear, but how should it be executed? Could use Unreal's level sequencer to make an animation and then render it and play the video once the round ends. Another way would be to have a "dynamic cutscene". Sounds fancy, but what does this mean? Essentially it means that each round end cutscene would be unique. How can that be accomplished and why attempt it in the first place? The main problem with setting u...
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