Vi har fixat så man kan uppdatera kanon torn enklare.Räckvidden på kanon torn och wizard torn har mindre räckvidd nu.
Alla tornen gör mindre skada nu än innan. Kanon tornen ska vara mer balanserat.
Reaper Devlog
tisdag 14 april 2015
fredag 27 mars 2015
An update from a graphics designer.
So here comes another update from a graphics designer. Lately I've been working on a new group of enemies; the spiders. So far I've only finished one (out of the planned six), but I'll show you a sneak peak of it. Say hello to the C4ider.
I'm also about halfway done with another special spider, but I don't want to give too much away at this time. I will give you a hint though, it has something to do with revival. I hope to finish this spider aswell as the other four within two days, and I'll be putting in alot of my own spare time to make sure they look as good as possible.
Next week I'll be creating new towersheets for upgraded towers, this includes putting in a lazertower. You'll get this sick tower by fully upgrading the gatlingtower, but it will most likely be very expensive to make up for the insane power this tower will provide. I also plan on revamping the arrow tower to make it's level one version look even better.
Now I'll go on to explain the tools I've used for my eight legged creations, so if this doesn't interest you, feel free to go right ahead and skip this part. I've been working in photoshop, and I have been using alot of the tools that photoshop provides. One of the most useful tools so far has been the "Difference clouds" tool, which has helped me alot when it came to reskinning the spiders. This tool can be found under Filter>Render>Difference clouds, and I strongly recommend this tool if you're looking to reskin already existing sprites. After clicking random colors and pressing this button for like 10 minutes, I came up with 6 different spider types. And after tweaking the colors a little bit with the pencil tool, they started to look like entirely different types of spiders. This was my end goal all along, and I'm very happy with the end result.
Now moving on to the running animations. I've looked at footage of real spiders running (mostly tarantulas), and I tried to mimic the jumping look of the tarantulas back legs. I found that having fewer frames resulted in the running animation looking more real, and so I decided to make the animation three frames total (four if you count the repeating frame). I'm very satisfied with the way the walk looks, I will be using the same amount of frames on all of the spider's walking animations. On a side note, this same effect would probably also be achieved through adding a lot of frames and making the time between frames lower, but that would require more effort for the same kind of effect.
Now moving on to the running animations. I've looked at footage of real spiders running (mostly tarantulas), and I tried to mimic the jumping look of the tarantulas back legs. I found that having fewer frames resulted in the running animation looking more real, and so I decided to make the animation three frames total (four if you count the repeating frame). I'm very satisfied with the way the walk looks, I will be using the same amount of frames on all of the spider's walking animations. On a side note, this same effect would probably also be achieved through adding a lot of frames and making the time between frames lower, but that would require more effort for the same kind of effect.
I think that's all for now, I'll be updating you guys on the towerupgrades sometime in the future.
Best Regards, Alexander Drozd from the Reaper Crew.
Best Regards, Alexander Drozd from the Reaper Crew.
Update
This month I have made towerplot and mine plot.
I have also made a menubackground too.
You will see them in the game sometime soon I think.
And tell me what you think and how you think I can make it better.
fredag 20 mars 2015
Progress report week 12
Hello, I'll be bringing the most recent progress of Reaper's programming team.
Firstly, we've added some minor new UI features. At the start of the game there'll be a "Start Game" button. Until that button is pressed, the game wont start. Our reasoning behind this was to give the player (especially new ones) to spend their starting gold wisely and calmly. A new player would likely just quit if they lost at wave one because they barely even had time to click on a tower plot. The second UI change we've made is showing the wave number, with other words the level. This can now be seen in the upper center of the map, displaying x/7, (7 levels in total)
Lastly tooltips has been added to the shop, when you hover over a tower the needed info is now displayed to you, before this, anyone but the developers themselves would've been blindly guessing on which tower was the best in the current situation.
Moving on to gameplay changes, we've had even more issues with the targeting system. Basically we want to add the option for the player to order a tower to attack a certain enemy depending on a condition. Our current working ones are "first" and "last". In short, a tower set to focus "first" will simply attack the enemy that's the closes to the end of the map. This is set by default. However, if you for some reason want to focus the last one, that's possible. We're planning to add more of these targeting features, like strongest, fastest and such. However this is someone we'll add if we got some spare time during the polishing phase or something.
The vortex spell should be done today too unless we run into some (very) unexpected bugs. This should be something very simple for us to add. I'd imagine the start method looking something like:
ApplyVortex(Vector2 pos, Vector2 speed, float rotationSpeed, Vector2 destination)
Vortex is basically a spell that moves units from one location to another. Not by some ugly teleport, but rather making them fly across the map making them land at the start location (for now). Since we can copy-paste the movement code, the only new thing we need to add is the rotation.
//Lukas N SUKR13
Firstly, we've added some minor new UI features. At the start of the game there'll be a "Start Game" button. Until that button is pressed, the game wont start. Our reasoning behind this was to give the player (especially new ones) to spend their starting gold wisely and calmly. A new player would likely just quit if they lost at wave one because they barely even had time to click on a tower plot. The second UI change we've made is showing the wave number, with other words the level. This can now be seen in the upper center of the map, displaying x/7, (7 levels in total)
Lastly tooltips has been added to the shop, when you hover over a tower the needed info is now displayed to you, before this, anyone but the developers themselves would've been blindly guessing on which tower was the best in the current situation.
Moving on to gameplay changes, we've had even more issues with the targeting system. Basically we want to add the option for the player to order a tower to attack a certain enemy depending on a condition. Our current working ones are "first" and "last". In short, a tower set to focus "first" will simply attack the enemy that's the closes to the end of the map. This is set by default. However, if you for some reason want to focus the last one, that's possible. We're planning to add more of these targeting features, like strongest, fastest and such. However this is someone we'll add if we got some spare time during the polishing phase or something.
The vortex spell should be done today too unless we run into some (very) unexpected bugs. This should be something very simple for us to add. I'd imagine the start method looking something like:
ApplyVortex(Vector2 pos, Vector2 speed, float rotationSpeed, Vector2 destination)
Vortex is basically a spell that moves units from one location to another. Not by some ugly teleport, but rather making them fly across the map making them land at the start location (for now). Since we can copy-paste the movement code, the only new thing we need to add is the rotation.
//Lukas N SUKR13
fredag 13 mars 2015
We are back
All developers
here at Reaper are sorry for the long delay in updates. We have been sick so
the progress has been slow. We have also had some technical problems but we
hope we won’t have any more issues.
The wiki is
now done and the mines do now work as intended. We have put in some new
textures. We now have a start wave
button and we have reworked the wave system making it a whole lot better.
Most off
the work have been under the hood, bug fixing and other changes.
Morgan.
fredag 27 februari 2015
An update from the graphics designers (finally).
So here comes a long overdue update from a graphics designer. Over the past few weeks we haven't gotten too much done graphics wise. We've focused too much, in my opinion, on concept art rather than putting actual textures into the game. So far we've only got two fully finished towers in the game, the other one needs some visual tweaking. The programmers have done a great job on creating code for everything and they've even started to pull ahead from us designers. We'll have to step up our game if we're going to get all the textures done in time. Other than that, there's not too much to say, but I am currently working on our cannon tower, and I can give you a sneak peak on the tower's fireing animation.
fredag 13 februari 2015
Reaper Gameplay
Hello, here is a new demo of the game, it shows most of the features we added the past 4 weeks. We hope you enjoy it // Reaper dev squad
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