Warfront Infinite Dev Blog #5: New turret and enemy types
Hello everyone! This week, as always, I fixed few bugs, did few tweaks and implemented small features. Here’s a list of things I’ve done this week:
- Tweaked enemy prices and levels.
- Added object picking
- Added sounds and music
- Tweaked audio gains for different sounds and music
- Added capability of selling towers
- Added new cursor
- Implemented support for multiple enemy waves
- Added new enemy: Tank
- Added new turret type: Rocket turret
Yesterday I came to important realization while making my game. I realized that I need to build a fully working prototype of the game, figure out all the mechanics, implement all the tower and enemy types first and only then continue doing the minor things and polishing things up. I also realized that I should spend less time on music and 3D models. All these things will be done, but not now. I need to make my game fun first, and only then worry about all the assets. I don’t want to repeat same mistake which I did with my previous games where I spent too much time on graphics, sounds, performance optimizations and too little time for actual gameplay mechanics.
There’s one problem which I currently face, and it has to do with the “Tesla Coil” tower. As of now it slows down the enemies in its range, but there’s a problem with that. The problem arises when you put the tower at the very end of the maze. When you do that, it not only slows down the enemies in its range, but it also slows down any enemies which came before them. This is because of the obstacle avoidance which makes it so that the enemies couldn’t go through each other like some sort of ghosts. The only solution which I can think of right now is to remove this type of tower and replace it with something else.
This coming week I’ll start thinking of and implementing all the different tower and enemy types. I might do some very basic 3D models to use as placeholders as well.
That’s all for now, thanks for reading 🙂