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):-
- Calculate path from spawn point toward HQ, for each unit type, and without CrowdWeight.
- 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?)
- Cells along this part have ZERO(?) movement weight
- A* calculation performs on units as usual with both normal danger and crowd weights, but use movement weight from (3).
- 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?
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.
The Currency in Synesthesia takes the form of energy or lightning bolts, this resource allows you to fabricate towers. They are left behind once an enemy has been destroyed, the player has to manually tap them to pick them up.
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.
Coloured Tower butons are toned down, made to be smaler and less bright.
Black bands are used for distinction the HUD at the top.
New typeface implemented to give a thicker futuristic feel.
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?
Maze The Enemy.
Restrict the path and ‘Maze’ the enemy into tighter paths making man made Kill Zones.
> The Player should probably be limited to how many blockades they can use at once.
>The blockade is also limited to how long it will stay on the battlefield for. Something like 20 seconds. This needs to be tweaked in the balancing phase.