Project Summary
This week we had our half presentation. We also had updated design of the gameplay and we will have different types of enemy and turrets. Each type of enemy will come form different direction and each type of turrets have different effect on enemy.
Current Schedule
- Prepare for 1/2 presentation
- Weekly new build on Monday and playtest
What went well
- Design of different functions that different turret have
Design Update
Since we decided to have different types of turret base on where the player place those, we want the turret have different effects on enemy.
Sky turret will slow the enemy down but the damage to enemy is lower.
Bridge fence turret is normal attack.
Ground turret cause more damage to the enemy but the shoot range is shorter.
Art Update
Enemy Update
This is the enemy update. A lighting VFX is added. There’s also animation when enemy attack the book or turret. The color of this model has changed from orange to blue because this is a enemy flying from sky and blue associate with the sly color more.
Turret Update
The turret has a updated visual effect. Because the theme is bridge, the visual effects provides more magical and industrial feeling.
Programming Update
Enemy Attack Turrets
Enemy will automatically attack the turrets after it’s close enough to the turrets. And after the turret got destroyed, enemy will go for the book.
Enemy Attack Book
The book will be attacked by the enemy if the enemy didn’t get destroyed by the turrets in time.
Currently in game design we have set the life of gook to be 10, it it got attacked by the enemy 10 times, the book will disappear and enemy will fly to a designated spot.
Contextual Awareness
Contextual awareness allows us to recognize the objects we click in the scene.
Manual Camera Rotation
We added manual camera rotation to the game. Now every time the player click the turret and the turret can rotate 90 degree.
Issues for support
VFX are not visible on some of the android phones. May be due to the performance/ GPU of the android phone.