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.
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.
Greetings, today I (Lukas) will speak for Reaper's programming team and report our weekly progress.
So far we've mostly been spending our time on brain storming and adapting our ideas to make our project as good as possible while being simple enough to allow us to release our game before the deadline we've set in May.
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.
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.
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: