First update with more visual feedback


Hey folks and welcome to part two of my first Devlog! 

Progress on hospital defender is going steady, I don't know yet how much stuff I add to the game but for the moment I plan to make at least two updates after this one. 

This week I started with focusing on fixing the strange behavior when switching between the different screens in the game. After going back to level one from the game over/game won screen, there where some errors propping up. This was caused by using singleton classes not correctly and I fixed it by creating a single abstract singleton class that all the other classes that needed to be singleton inherited from. This made the code much more solid and eliminated these weird bugs. :)

The feature I really wanted to implement this update was that the towers should not be able to shoot through the walls and furniture of the hospital. Unfortunately, when designing the level I put all the walls and furniture on the sprites of the tiles, which made it very difficult to detect collisions. I decided it would be easier to create prefabs of all the objects that interact with other objects (enemies, bullets, etc.). This was a lot of work but after finishing the level looked a bit better and detecting if something was hit by the towers was easy. The game is way more difficult now so I toned back the enemies a bit.

The last update I worked on this week was giving the user more visual feedback of what is going on. I added particle effects when the tower bullets hit something and give the bullets a tail that represent water bubbles (we are shooting soap bars so this seems to make sense :P). The result is that the shooting at enemies is a bit more spectacular now. 

Biggest challenge this week was to show a fading "preview" of a tower when the user clicks the "build tower" button and points to an empty tile. It's a classic RTS element that I really like and it let's the player knows the "build tower" mode is active. After several failed attempts I finally figured it out by using the build-in Mouseover and Mouseexit methods to detect when the "preview" of the tower should be shown. Creating a co-routine that changes the opacity was next and now it works fantastic.  

Longer version of gameplay:

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Thanks for reading, next update will be adding one or two extra structures for the player to build to hold the bacteria at bay. 

Files

HospitalDefender_Build2.zip Play in browser
Aug 25, 2023

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