Tower Defense project continues

Published April 09, 2010
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So, today I did some cleanup after all the refactoring. Tons of code that was either commented out or partly commented out went into the garbage can. I also made the boundary circle only render in debug mode (though the perimeter circle for towers still remain for the time being).

I fixed my death code, so that mobs could die again, and fixed a bug with my randomizer in the Railgun logic, so that it would actual spit out random numbers!

I also added the vsync extension from wgl to see some actual fps.

At the end here I started on tower selection and upgrade logic, and got it pretty much to where I wanted today. I can now select a tower, and when I do I upgrade a module on it. It's just set up for testing now so that at first selection it upgrades the base, next it updates the tower and third the head.

Through the property system in the component engine it's very easy to get properties of the game object, so upgrading stats on the tower, like FireAccuracy, FirePower, etc becomes very easy to do!

Next in line is probably to add some HUD elements for upgrades, so that I can decide which part to upgrade. The plan is that you place a basic tower first, and can then upgrade it to a railgun, twin railguns, rocketlauncher, etc for more firepower, or spend cash on upgrading base and tower for more stability, rotation speed, armor, etc.

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