Showing posts with label Dig Build Defend. Show all posts
Showing posts with label Dig Build Defend. Show all posts

Sunday, May 8, 2011

Time for a recap

(Development mode with cows and mines)
ALOT has been done this week I'll recap what we've done, from memory!

-New UI
-"Dev Mode"
-Mines WORK
-Cows animate
-Cows have collisions
-Cows wander around and graze
-Bunch of fixes

Upcoming this week:
-Tweaks to the explosions, and make the mines generate a particle
-UFO Beaming the cows down as they move towards the bacon/hat
-Cow death animation from exploding mines
-Maybe a turret that shoots projectiles
-Other various cleanups, like the cows to die if they hit off screen

If we finish this weeks tasks:
-Implement Demo gamemode
-Fix up that to have players and 1 turret and mines
-Hi-Score
-Other turrets and fixes
-Other enemies.

Then that's a DEMO out, and you guys can get your grubby little hands on it :).

Show your SUPPORT. Follow me on Twitter! let us know what GAME MODES you guys want to see!

I'll even make a SEMI MINECRAFT mode! you just have to LET US KNOW, and SHOW YOUR SUPPORT! Just click it so I know who's out there! :) Or even reply down below! 

We don't mind!

Tuesday, May 3, 2011

New UIs Incoming








Just thought I'd post what the new (and refined, to be honest) UIs are going to look like.

DIG:
• Removed X and Y coordinate tabs
• Removed Score tab from Dig UI because the user will only score points for defeating enemies.
• Removed "Ammo" and "Armor" meters. The mech shouldn't be in any danger of taking damage during digging, and both his digging torch and his movements will use fuel. The player will be given more fuel to account for this.
• The plan right now is for each of the material slots (Dirt, Tin, etc.) to hold 100 of each. So if you see the meter at about halfway, you'll know you're probably somewhere near 50. Once you pick up the maximum of that slot, you will no long be able to pick up any more of that material.

BUILD:
• As you can see with the other two screens, everything is modular now, so changing resolutions shouldn't be a problem. The pieces can shift along the edges and space out or tighten together depending on your selected resolution. Cool beans.
• Moved Cost tab from lower to upper portion, so it is more evident that when you click something, it's cost will show up right next to it.
• The Material meters are a bit more streamlined so the player has a bit better idea of how much of each material they have.
• Shortened the map movement buttons a bit to match the height of the Material meters
• Gave the Defend button a bit more prominence for added visual importance.

DEFEND:
This screen is new to the mix, so it may change. A counter for how many enemies you have killed, a counter for how many are remaining, and a counter for what wave you are on. Still not sure if I should make a dedicated tab for score, or if it should be a floating tally at the bottom of the screen. We'll see.

Take a look, and feel free to make use of the comments section.