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.
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
Bugbusters
Progress week 7
Greetings everyone, this week it's my turn to fill you in on what's been going on. You might remember me from a few weeks ago, anyways, i'm one of the programmers, Anton.
This past week we have not gotten that much visual progress done. But fear not, we were fixing non-visual bugs so to say.
I will go ahead and write what we fixed , and how we did it, code wise.
There was a bug with the gatling gun, it was supposed to rotate in the way that it was shooting so to say. But, knowing programming, something was bound to go wrong and it did. The tower kind of went to the middle of the map and started shooting, instead of staying in it's place. The mathematics behind the rotation is a method, which uses both locations and Atan2. We chose to use Atan2 because it's simpler and quicker than doing it manually with cos and sin.I will go ahead and write the "raw code" of it if anyone is interested.
Atan2(Location1.Y-Location2.Y, Location1.X - Location2.Y)
It turns out the rotation was right all along, but the origin of the rotation was faulty. Now, the problem was the texture was 43,32 pixels. And we scaled it, down (with code) to 32,32. Our method to get the correct origin took the textures width and height and split it in 2. And since it was scaled with code, the origin became faulty and gave us all a big headeache. So the lesson here is, dont scale textures with code unless necessary...
We also had another quite brutal bug. The game created around 200 items every second. So if you played the game for a long time the lag became unbearable. There was no visible explaination for this, but as it turned out, it was the explosions that weren't getting removed properly. The solution that we went with was to temporarily disable the explosions.
Last week our enemies had a speed of the datatype "int". But since we wanted the game to be even more adjustable, we decided to change it to a Vector2. It was a simple matter of converting values to float. We have a method that sets the speed, and that is where we converted values to float and it worked. Now that it is a Vector2 it allows for different speeds in x and y, if we want. This is a matter of balancing, and we're not quite there yet.
There is also a new type of enemy, it's a slow moving and very high health enemy. Code wise it's nothing special, it's the exact same as all other enemies, except with different speed and health.
Even though the undead enemies were exactly the same as the pirates, they crashed the game. After about an hour of debugging it turns out it was a syncing error, the undead inherited from the wrong class cause the sync in didnt work as intended.
Another thing that we fixed this week is the mines. What we did was we made them upgradeable via the shop. Not only the mine though, the wizards are now upgradable aswell.
The menu, now has another functioning button, the credits button. It's a slideshow of our names.
About a month ago we uploaded a demo of our game for you guys to watch. Now it's 4 weeks later, and we have made so much progress that we decided to upload another demo.
Anyways, that was all we had for this week. Thanks for tuning in, and i hope to see you back soon.
//Anton
//Anton
fredag 6 februari 2015
Weekly Report
Hello again, this week I will be bringing the latest news from Reaper's programming team.
While we don't exactly have any brand new features that will dramatically change the gameplay, We've done plenty of tweaks in general and I will mention most of them and explain why we needed to do those tweaks and bug fixes.
So the biggest issue of the week was about the game duplicated itself. The intention of our trained monkeys (programmers) was to create an explosion, but magically we drew everything on screen twice. Needless to say we noticed the bug quickly due the game started to lag and we rapidly noticed our mistake and it's no longer an issue.
The player no longer gain four gold mines automatically and you now need to build them properly like any other tower. We automatically spawned it on the map to test the functionality much quicker but it seems to work properly now so we no longer feel that need. However you can only build it on the special gold mine plot.
We've also expanded our number of enemies within our game. Anton has worked very hard on it this week. Both Pirate and Undead enemies are now able to spawn and work correctly. The pirates are also animated and rotate properly when they turn unlike all the previous enemies we've shown.
The progress on towers are also moving forward. This week we've completed two additional towers. 'Wizard Tower' and 'Arrow tower' + its upgrade "Gattling Gun". The Wizard Tower is currently just shooting a normal projectile every once in a while, however once we've added the upgrades for the tower it will gain a few special abilities that will make it extremely unique. Arrow tower is an unique tower because of the fact that it doesn't directly target units. Instead, it targets locations on the ground and everything that comes close to the projectile takes damage. Currently it shoots in four directions, north, south, west, east. This tower was quite tricky to code because of the fact that our projectile system requires you to specify a target unit. So we had two choices, either we add a bonus method to handle this tower specifically, which would also lead to changing
Lastly we got a upcoming wiki page which will be available from the ingame menu and contain all nececary information about all enemies and towers. Possibly all the gameplay mechanics in general (in the future). Note that this is work in progress so we'll likely informing you of the progress on that next week.
//Lukas N
While we don't exactly have any brand new features that will dramatically change the gameplay, We've done plenty of tweaks in general and I will mention most of them and explain why we needed to do those tweaks and bug fixes.
So the biggest issue of the week was about the game duplicated itself. The intention of our trained monkeys (programmers) was to create an explosion, but magically we drew everything on screen twice. Needless to say we noticed the bug quickly due the game started to lag and we rapidly noticed our mistake and it's no longer an issue.
The player no longer gain four gold mines automatically and you now need to build them properly like any other tower. We automatically spawned it on the map to test the functionality much quicker but it seems to work properly now so we no longer feel that need. However you can only build it on the special gold mine plot.
We've also expanded our number of enemies within our game. Anton has worked very hard on it this week. Both Pirate and Undead enemies are now able to spawn and work correctly. The pirates are also animated and rotate properly when they turn unlike all the previous enemies we've shown.
The progress on towers are also moving forward. This week we've completed two additional towers. 'Wizard Tower' and 'Arrow tower' + its upgrade "Gattling Gun". The Wizard Tower is currently just shooting a normal projectile every once in a while, however once we've added the upgrades for the tower it will gain a few special abilities that will make it extremely unique. Arrow tower is an unique tower because of the fact that it doesn't directly target units. Instead, it targets locations on the ground and everything that comes close to the projectile takes damage. Currently it shoots in four directions, north, south, west, east. This tower was quite tricky to code because of the fact that our projectile system requires you to specify a target unit. So we had two choices, either we add a bonus method to handle this tower specifically, which would also lead to changing
Lastly we got a upcoming wiki page which will be available from the ingame menu and contain all nececary information about all enemies and towers. Possibly all the gameplay mechanics in general (in the future). Note that this is work in progress so we'll likely informing you of the progress on that next week.
//Lukas N
fredag 30 januari 2015
I have made the music to your game. It is really hard to make music that fit the game but I am trying the best so it doesn´t sound like shit.
We also added som new tower to our game this week.
We also added som new tower to our game this week.
-Peter Johan Svensson
fredag 23 januari 2015
playable
The game is
now playable. You can now buy towers and place them. It is two different types
of towers. We have a nice intro and menu now. We have made the game work but it is only a prototype so it is far to go before it is done.
fredag 16 januari 2015
First demo
Hello everyone, it's been one week since we last checked in with you guys. Last week Lukas gave you a brief update on what was going on. Today I, Anton, will be giving you the latest scoop on Reaper. In the week that has passed, we have gotten a lot of work done. We would love to share our latest news with you, therafore we made a video of how the game looks right now, see below.
What we have fixed since last time is: Functioning towers, meaning that they shoot at the enemies.
The enemies are no longer immortal, they are now able to get killed by the towers.
Various resources are being shown in the status bar, on top of the screen, the hp is also shown.
The plots where you later on will be able to build towers are now interactive, meaning that the shop opens when you press it. The tower in the video was added manually, therafore the position looks a bit wrong.
The text below is for those of you interested in problems we encountered, if not, scroll on by.
One problem that we had, that was on us programmers, was that the towers would randomly spray bullets onto everything at the same time. They were also rangeless, even though we specifically programmed it so that towers had a range cap. Anyhow, the first problem was easily solved by creating a targeting system, if a tower only can shoot one one enemy at a time it wont spray bullets all over.The targeting system simply gets the closest enemy, and spawns bullets in its direction using math, more specifically Cos and Sin. Cos for the "X" value, and Sin for the "Y" value. The second problem though, that was a very annoying one, but we managed by creating a max range,and then comparing it to the distance between the tower and enemies.
All the best
// Anton.
Please enjoy this short demo.
Please note that this is early alpha, and the textures are not final.
What we have fixed since last time is: Functioning towers, meaning that they shoot at the enemies.
The enemies are no longer immortal, they are now able to get killed by the towers.
Various resources are being shown in the status bar, on top of the screen, the hp is also shown.
The plots where you later on will be able to build towers are now interactive, meaning that the shop opens when you press it. The tower in the video was added manually, therafore the position looks a bit wrong.
The text below is for those of you interested in problems we encountered, if not, scroll on by.
One problem that we had, that was on us programmers, was that the towers would randomly spray bullets onto everything at the same time. They were also rangeless, even though we specifically programmed it so that towers had a range cap. Anyhow, the first problem was easily solved by creating a targeting system, if a tower only can shoot one one enemy at a time it wont spray bullets all over.The targeting system simply gets the closest enemy, and spawns bullets in its direction using math, more specifically Cos and Sin. Cos for the "X" value, and Sin for the "Y" value. The second problem though, that was a very annoying one, but we managed by creating a max range,and then comparing it to the distance between the tower and enemies.
All the best
// Anton.
Please enjoy this short demo.
Please note that this is early alpha, and the textures are not final.
fredag 9 januari 2015
Steady Progress
Greetings, today I (Lukas) will speak for Reaper's programming team and report our weekly progress.
With that said, we've finally managed to convince our grumpy managers to accept our game idea and therefore we'll no longer need to spend time on planning.
That's all for now, cheers.
After our winter break we've been getting some 'physical' progress on the game. Art that's supposed to be in the game sooner or later has started to roll in and the basic systems that we require to make our game playable.
We've finished the actual map layout as well as the basic system on how our enemies work.
http://i.gyazo.com/75f6385842f85f38babf8ac25a89ac4b.png
As for every other TD (tower defense), there is a start and a end of the path where the enemies travel. We've managed to properly make the enemies travel down the path (dirt tiles), additionally a basic version of our wave system is working. Currently we're able to modify the following:
Enemy Type:
Spawn Interval:
Number of Enemies:
That's all for now, cheers.
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