Pathfinding Update Imminent

Movement heuristic and weight formular has been updated to (hopefully) better handling towers cluster. Moreover, additional pathfinding calculation layer will be performed to ensure the best route would be the most likely one that would be used (rather than having it going back and forth because of silly things, like number of units at the junction cell keep changing):-

  1. Calculate path from spawn point toward HQ, for each unit type, and without CrowdWeight.
  2. This path is re-calculated only when the buildings are changed (ie; tower built or moved) and is shared among all units of the same type. (Use separate weight field for each unit type?)
  3. Cells along this part have ZERO(?) movement weight
  4. A* calculation performs on units as usual with both normal danger and crowd weights, but use movement weight from (3).

Additional idea:

  • Crowd weight to be calculated by distance from the origin? With its effect reduced the further the cells are from the origin point, and may double or quadrople when right in the next cell?
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[PD Sound Design] Red Tower

<p><a href=”http://vimeo.com/51809009″>BladeSynth #1</a> from <a href=”http://vimeo.com/user9996693″>Gregore</a&gt; on <a href=”http://vimeo.com”>Vimeo</a&gt;.</p>

The Red Tower has a chord based sound that changes every bar to progress the music. The reason this tower represents the chord is because of its radial attack. It’s attack is made up of many tiles closely knit together that light up at the same time.

[Interface] Power-Ups

 Tower buttons appear once you press a hex tile. The menu locks into the middle of the screen until you select a tower or cancel the menu by ‘touching out’  (touch anywhere that isn’t a button) A tinted vignette fades out non tower menu elements such as power-ups or hex-tiles. This focus’ attention to the tower selection; forcing the player to make a choice.