Small break
After the small visual upgrade I gave to my game, I took a short break to not get burned out. I want to stay interested in developing this game and after about a month of working on it I needed a break. I did sporadically work on it but only added minor features and fixed some bugs.
New additions
After my short break, I did manage to knock a few features off of my To-Do List. These features being: Enemy HP, Tower Upgrades, Currency System, Multiple Enemy Types, Attacking Closest Enemy, and a few misc bugs.
Enemies
Enemies now have HP, and can be attacked and killed. They also reward money upon death to be used for upgrades.
Tower
The tower now has upgradable damage & attack speed.
These scripts are what drive the values that are then converted into text for the buttons.
This script below is responsible for selecting the nearest enemy and attacking it. In english, this script is checking when an enemy is within the attack range, and if it is, look towards it and fire an arrow at it. The timer on the last line is what keeps the weapon from firing like a machine gun, forcing it to wait between shots.
Short But Sweet
Though this devlog was short, I just wanted to give a quick update on what I've recently completed. These features aren't very technical either, just some simple variable manipulation. Next I'm going to put more work into the enemy spawning system, maybe make it a bit more flexible.
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