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: 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...
Author: Yashwant Patel Problem: For Island Defenders currently the player can only build one tower while fighting different elementals and there is only one gun which does not scale with the wave difficulty. Not only does this make the game challenging, but as the game goes on the challenge increases too much which could take the player out of flow state. This could frustrate the player and make the game boring since there is not that much agency for the player. While this doesn't break or disturb the main game loop it is a feature that could facilitate keeping the player in flow state. Currently in order to try and keep the player in flow we have a phase in between every round where the player can build towers freely without having to worry about enemies. This upgrade system will be accessible during this phase and will help the player scale along with the enemies and waves. Solution: In order to solve this problem I am currently implementing an upgrade system (currently it...
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