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: 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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