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Twilight Tower Defense Open Development - Week #8


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Howdy!

Sorry this email was supposed to be sent yesterday but I wanted to squeeze in some features into the weekly build. I hope that you've had a nice week. My week has been a little bit more fragmented than I wished but I managed to get a lot of things done. 

As always if you like this game and the concept head over to the Discord Server and give me a hand with features, feedback and ideas that I can add to the game. 

What have I been up to this week?

This week the focus has been to create more variation in enemies and I really wanted to get a enemy with a long range weapon. So I came up a skeleton archer, read the story about it below.
I also created a Discord bot for the Discord server, currently it doesn't do that much but I hope to build some mini-game into it. There is a new version that you can play on itch

Skeleton archer
To make it easier for me to handle various weapons in the game I figured that the it would be great if the AI player could use the same weapons as the player. To avoid having to create a gazillion animations I tried a system where I create the a weapon as a separate object which can be carried by the player or an AI enemy. But the process took a  bit of time, just giving the AI a bow didn't have the effect I plane. At first the AI tried to use it as a sword, which sort of works actually so that is now a feature when they run out of arrows.



2nd attempt went a bit better but still had some issues with the AI killing itself. 


After a number of attempts it started to act the way I had envisioned it. 



Aiming 
Having an AI archer also meant that I need to figure out how to aim and spent a fair time reading about ballistics and how I would be able to calculate a trajectory. I felt like I was about to drown in the deep-end of the pool but then I found this article which explains how to that in various ways and included source code to a sample. 

Bow Towers 
Well now that I had an AI that could carry a bow I could easily duplicate the same mechanism for a turret. 


Detailed change log
v0.1.7
* New Enemy: Skeleton archer.
* New Test Level: Two Towers are already built for you on this map. 
* New Tower: Bow Tower that can aim & fire bow.
* New feature: Added SFX when zombies gets into the house, like mmmm brains. 
* New feature: Added shake effect on door and turrets when Zombies hit them;
* New feature: Added SFX baning sound when Zombie hits turret or door.
* New feature: Added SFX screaming when Zombie enters house.
* Improved: Only allow enemies to enter house while they are on ground.
* Improved: When placing towers all sprites get 0.5 in alpha value so you can see through the whole turret.
* Improved: Created general shader & material to make a sprite go white, this makes the process when hitting something much easier to handle instead of a material per sprite.
* Fixed Bug: Enemies turn around when they encounter a door at times.
* Fixed bug: Enemies won't hit towers if they are too thick.

TRAC -> TAR (Total Arcade Racing)
Ok so TRAC doesn't compute to Totally Rad Arcade Racing, not sure what I was thinking about so there is a new name for it and you can try the first version on itch already!

How is the time budget doing?

This week I've been able to spend 14 hours on Twilight Tower Defense.

The initial time budget for Twilight Tower Defense was 1 840 hours, roughly 1 year of me working work 40 hours per week on the game. Now every week won't be 40 hours, currently I'm aiming at 20 - 25 hours per week.

Support me

I don't have any patreon page or kickstarter for this game. But if you want to donate or help me then please buy any of my games on any platform.

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