From Basic Towers to Real Builds (Devlog 5)
This week I focused on connecting multiple core systems together. I added inventory rules so different slots can enforce what they accept, and started building out the idea of towers being composed of multiple parts. Towers can now have a person, a skill, and modifiers, all of which affect how they behave. Person stats now matter too - for example, strength increases attack power. Towers without a skill use a default arrow attack, while towers with a skill fire a different projectile. Modifiers apply to both, letting you change things like projectile count and firing behavior. I also implemented a basic enemy wave system to start shaping the gameplay loop, and simplified the visuals by removing the flow field and switching to a cleaner grid. It's starting to feel like an actual game now. Tech: C++ / OpenGL / SDL / RmlUi Sidney Durant: Understanding Goal-Based Vector Field Pathfinding - https://code.tutsplus.com/understanding-goal-based-vector-field-pathfinding--gamedev-9007t Song: Cherry Cola by @CodyOQuinn https://youtu.be/I380eM9YSms?si=CWPvBbacwwRSD2DF
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