Jump to content
  • Advertisement
  • entries
    21
  • comments
    0
  • views
    1126

Week 4 - Full speed ahead!

Godboyz

1081 views

After testing and deploying Patch 0.4, we will start the next phase 0.5 content patch. We expect this patch to roll out two months later. Why will it take us this long? It is because there will be a massive update on every aspect of the game.

We heard a lot of user's feedback about the tower placement system being tedious but unique at the same time. Although we would like to keep it, it hinders the game expansion on tower contents. As the previous blog mentioned, we will be implementing a tower loadout and quest/mission system! More news will be posted on our development blog.

Firstly, we would like to focus on improving monster types & depth. We are introducing armor, magic resistance, physical & magic damage, monster archetype and boss mechanics. For example, some monster will reduce or ignore physical damage from towers etc.

Secondly, we will start designing quests and missions with different monster type to challenge player's choices of towers. The final goal of this quests and missions shall include a campaign mode.

Thirdly, tower loadout system will allow players to customize tower progression and usage in different quests!

Time to dive back into Unity.
 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By JustACicada
      Random Number God has been updated to v1.1.0.
      This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects.
      Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before.
      There is also now an option to significantly speed up battle animations. Once you learn the rules of the game, a battle can easily take <2 min.
      Windows, Linux: https://justacicada.itch.io/random-number-god
      Android: https://play.google.com/store/apps/details?id=samuelVazquez.randomNumberGod


    • By sidbhati32
      Hey,
      So I have got this asteroid type game and today I encountered a new issue while testing this game.
      What happened was that two asteroids were close to each other and I shot a bullet at them. The asteroids were so close to each other that a single bullet could collide to both of them.
      It collided and my game crashed there itself. I figured out it happened because two asteroids and one bullet collided in the same frame.
      This is the code -
      ```void Collision::DoCollisions(Game *game) const
      {
          for (ColliderList::const_iterator colliderAIt = colliders_.begin(), end = colliders_.end();
              colliderAIt != end;
              ++colliderAIt)
          {
              ColliderList::const_iterator colliderBIt = colliderAIt;
              for (++colliderBIt; colliderBIt != end; ++colliderBIt)
              {
                  Collider *colliderA = *colliderAIt;
                  Collider *colliderB = *colliderBIt;
                  if (CollisionTest(colliderA, colliderB))
                  {
                      game->DoCollision(colliderA->entity, colliderB->entity);
                  }
              }
          }
      }```
       
      ```
      void Game::DoCollision(GameEntity *a, GameEntity *b)
      {
          Ship *player = static_cast<Ship *>(a == player_ ? a : (b == player_ ? b : 0));
          Bullet *bullet = static_cast<Bullet *>(IsBullet(a) ? a : (IsBullet(b) ? b : 0));
          Asteroid *asteroid = static_cast<Asteroid *>(IsAsteroid(a) ? a : (IsAsteroid(b) ? b : 0));
          Bullet *bulletMode = static_cast<Bullet *>(IsBulletMode(a) ? a : (IsBulletMode(b) ? b : 0));
          if (player && asteroid)
          {
              player->playerCollided = true;
              //AsteroidHit(asteroid);
              //DeletePlayer();
          }
          if (bullet && asteroid)
          {
              collidedBullets.push_back(bullet);
              collidedAsteroid.push_back(asteroid);
              //AsteroidHit(asteroid);
              //DeleteBullet();
          }
          if(bulletMode && asteroid)
          {
              collidedBulletMode.push_back(bulletMode);
              collidedAsteroid.push_back(asteroid);
          }
      }```
       
      ```
      void Game::CollisionResponse()
      {
          if(player_->playerCollided == true)
          {
              DeletePlayer();
          }
          else
          {
          if(!collidedAsteroid.empty())
          {
              for(AsteroidList::const_iterator collidedAsteroidIt = collidedAsteroid.begin(), end = collidedAsteroid.end(); collidedAsteroidIt != end ; ++collidedAsteroidIt )
              {
                  AsteroidHit(*collidedAsteroidIt);
              }
              collidedAsteroid.clear();
          }
          
          if(!collidedBullets.empty())
          {
          for (BulletList::const_iterator bulletIt = collidedBullets.begin(), end = collidedBullets.end() ; bulletIt!=end; ++bulletIt)
          {
              DeleteBullet(*bulletIt);
          }
          
              collidedBullets.clear();
          }
          if(!collidedBulletMode.empty())
          {
              for (BulletList::const_iterator bulletIt = collidedBulletMode.begin(), end = collidedBulletMode.end() ; bulletIt!=end; ++bulletIt)
              {
                  DeleteBulletMode(*bulletIt);
              }
              collidedBulletMode.clear();
          }
      }
          }```
       
       
      in my game->docollision() -
      whenever an asteroid and a bullet used to collide, the collided objects get collected in collidedasteroids and collidedbullets respectively. When two asteroids collided with the same bullet, the two asteroids got collected safely in collidedAsteroid but the single bullet got collected in collidedBullets twice, so when the deletion was happening, the second time iteration of the bullet couldn't find the respective bullet and it got crashed.
       
      How am I supposed to approach this problem now?
       
      Thanks
    • By Jamesgz
      Hey my dudes,
      Me and 4 friends are third year compsci students. Three of us are pretty good at drawing. We are hoping to make a 2d roguelite game with unity during the next few months. We are still brainstorming. At the moment, my idea is to create a card roguelite game:
      First, you would need to choose 2 heroes to enter the dungeon with the goal of finding a treasure. The treasure found gives you extra bonus in later runs. You can choose between mage, gunner, rogue, paladin, warrior and fighter. Each hero has their own unique cards. And there are common cards that every heroes can get(like hearthstone).
      The progression system would be like slay the spire’s. You can choose your own path, but every paths leads to the boss. It would use procedural generation. After defeating an enemy, you get to choose a new card out of the three options. There would be shops, random events, elite enemies, etc
      The combat system is where i need some suggestions on. There would be two piles of deck. One for each hero. I can think of two good combat systems:
      1. Before every enemy encounters, you can choose what cards to use from your deck. Cards not used would not get discarded. Cards are drawn from the deck only if they break or due to special card’s effect. Every card have a durability number. Ones the durability reach zero, the card would break and can no longer be used. Events/enemies can modify the durability of the cards.
      2. Card not used this turn would get discarded. Once the deck is empty, the discard pile gets shuffled and copied to the deck. Card/item effects can increase the number of cards you draw.
      How can I make the game more interesting? Any suggestions would be appreciated.
    • By horror_man
      Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done.
       
      About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
       
      Engine that'd be used to create the game: Unity
       
      About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender.
       
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer.
       
      Who am I looking for:
      - A programmer that's experienced in C# and with Unity.
       
      Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed).
       
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
    • By sidbhati32
      How to calculate angle between two points from a third point with the help of D3DXMATH library?
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!