Before going to work, I’ve made some nice progress. I have most of the units drawn and working in the game. Time advancing works properly, and proper units are spawned in proper times. Also added the club guy for tribals
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Enough for today… gonna go to sleep early and continue tomorrow early in the morning.
Added the main monster parts that need to be defended. Added building taking damage and being removed if HP fall to 0. Fixed the way humans target stuff. All 6 units visible (although they all throw spears – even the knight, cavalry and balistas :D).
To do:
-more projectile types
-more units
-intro screen
-win / loose screen
-audio
-nicer looking level
-spawning units according to the current year
-properly working exploding eggs, tentacle, acid pool and spike
I’m doing a tower defense game in Pico8. Puny humans try to kill an ancient immortal that nested on Earth thounds of years ago. As time progresses, units will go from stone age through medieval, modern up to sci-fi. You can evolve and grow limbs in order to kill the attackers.
Sooo… Basic building menu is in. Basic firing and projectiles mechanics are in. Monster projectiles kill the humans but not the other way around đ I have the stone thrower, spear thrower and a knight working in game as of now (with 3 more medieval units drawn and animated).
Bedungeoned! Emergency Fix for Online Multiplayer.
Using my right to small, post-jam fixes Turned out, that a single wrong parameter in Network.InitializeServer, made it impossible to join games if people were behind NATs. Hope it works now.
And there’s even audio and online multiplayer!
Press “C” for the super-secret 3D mode!
Less than 5 hours left and still hands full of work.
Added PS3 Controller support for 4 player local multiplayer.
Also, after quickwatching some youtube Unity3D networking tutorials, I managed to actually create an online game! (Nothing syncs correctly yet, but the connection is there, and exactly the same level generates for the host and client).
Now back to coding…
Today, the first thought I had after waking up was: “Man! The controls are terrible!”.
So I’ve added the mouse for your proper top-down shooter experience:
Walk with arrows or WSAD, aim with mouse.
Left click to shoot fireball, right click to swap tiles. For webplayer’s sake, you can also drag between two tiles with the left mouse button to switch them. Still, you can only swap the tile you are standing on, with a nejghbouring tile!
Below you can see smaller monsters that can be killed with fireballs, and bosses that can’t. All monsters die on tile clearing and are still rather dumb
So much to do, so little time left
Progress Report. Fireballs! (and Fireball immune Bosses)
Playing with Unity particles for the first time and they’re awesome! Made a neat fireball! With smoke, explosion and all!
Also added monsters, here represented by a rather slow “boss”. Bosses are immune to fireballs. How do you kill them then? By clearing the tile they are on!
Unfortunately my poor raycasting skills make the monsters a little bit dumb at the moment They are supposed to follow you when they see you, and continue to the last point they saw you at if they can’t see you anymore. Of course they have to check if they can see the last point they saw you at (because level geometry might have changed) and that last bit doesn’t seem to work… Also it seems that the fireball flying at their face stops them from seeing you and freezes them in place
Also, I guess I’ll have to think about some idle movement / patrol mode.
But for now: off to bed, to regain mana đ
I spend to much time playing what I coded :P
General idea: dungeon / labirynth mixed with a match3 game. As you walk through the labirynth, as long as it creates a proper match, you’ll be able to swap the tile you are on, with any of the neighbours. Matching tiles will then be cleared and new random tiles will be put in their place (no falling tiles). An algorithm that makes sure that walls / passages on neigbouring sides are the same, randomizes the geometry not only on the cleared tiles, but also on neighbouring tiles.
Not sure how far will I go with this idea
Now it’s time to get some sleep…