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
Tower defense game where you protect patients from bacteria infections
Status | On hold |
Author | Marthian80 |
Genre | Strategy |
Tags | 2D, Pixel Art, Tower Defense |
More posts
- Third update, improved visual feedbackSep 29, 2023
- Second update with more build options and more levelsSep 01, 2023
- First playable versionAug 23, 2023
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