Tower Deployment Butons

Tower Upgrade Buttons

To reveal the Stat boxes from each button the player will have to learn that they can access this information by touching and holding down on a Tower or Upgrade button. Once their finger releases the stat box disappears however the tower buttons will still remain. The button menu will not vanish until the player has made up their mind on what tower to tap on and deploy. Alternatively the player could tap elsewhere on the screen (that is not a Hex Cell) to cancel their action.

[Interface] Push And Hold Buttons

[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.

[Game Engine] Enemy Collisions

The collider capsule makes geometry solid meaning they will bump into other solid objects.

The collider capsule should not mesh over the exact geometry of the Tank as this will mean the processor will have to work extra hard plotting the coordinates on each spawning enemy, this will result in low frame rates.

To optimise the game for high performance a capsule collider will be used so the Tank model is recognised as a solid object. To make the game run even smother and to prevent enemies not being able to go through towers the capsule here has been made smaller than the Tank’s geometry. This means the geometry outside the green collider will not be solid. These areas will go through other geometry such as towers or other Tanks, it will hardly be noticeable and means the enemies will not get stuck in between towers or other enemies. This will prevent the Tank’s barrels and antenna from getting stuck.

3rd Person games make their colliders smaller for this very reason, why do you think your avatar’s arms or shoulders can go through walls?

Shaders and Effects

Trying glow shader that work with mobile devices and attack effect on the units! Can’t say for sure how this will work out with lighter scene yet. Null pointer bug is now fixed and all units should now use “Reflection/Bump Specular” shader to be competible with new shader effect. Some effect options could also be changed in “Main Camera / Effect Controller”.

Hex Tower Attack!

As the metronome code from Jorge has not been done yet (far as I know), I do a quick function creating a loop to call all cells in waves. The first “Local Hex Tower” is now working! Well almost, there’re still a few bugs there, but it has fade-out cell color and everything!

Talking to Alex today. He says going to pull the project from me today to get the latest code.

Hexagrid Ai Personalities

  • Added weight to the danger posed by the tower in a radius.
  • Added support for multi-channels pathfinding where calculated path of one unit type may not be the same as another’s; Big unit won’t be able to go through partially blocked cells, and slow units will be much more likely to avoid going through a tower’s attack radius than fast units (4 times more likely, in fact).