UI Polish and More Gameplay Additions
This week's main focus was on getting the user interface to look nicer, as well as implementing some of the final gameplay additions. Let's get started with a look at the first of these new additions.
User Interface Polish
Though there are elements of the User Interface yet to be completed (specifically, the main menu), the actual in-game interface is now practically complete. While a couple icons/text are still placeholders, such as the font, the user interface is now at the point where it is fully functional and nicely fits the theme of the game. The new background panel graphics were inspired by the UI of a game called Command and Conquer: Generals (EA Games, 2003), which has a sort of control panel look to it that fits this style of game nicely.
Waves
In previous versions of the game, enemies would continue to spawn forever with no breaks in between. While this was useful for testing, I've now fully implemented a wave system, in which enemies will spawn in groups at certain intervals, with time in-between to catch your breath. While the basic system functions well, the frequency and number of enemies in each wave is still subject to change.
Additionally, three new UI elements were implemented to display wave information to the player and allow for control over when waves start. When clicked, the buttons on the side of the screen will allow the player to call the wave early, and (coming soon) give them some compensation for doing so.
Tower Upgrading
Yes, that's right, it is now possible to upgrade your towers to increase their overall damage output. Each tower can be "leveled up" as much as you like, (currently only) doubling damage each time. The cost algorithm for this is still up for consideration, as currently each time you upgrade a tower, it gets exponentially more expensive.
Another small addition to go along with upgrading your towers is the ability to sell towers in order to get half of its total value back. Use this feature if you feel like changing up your strategy.
That's all of the changes for this week. There are still things in the works from last week like player and enemy graphics that weren't quite ready this time, so stay tuned for those in the coming updates.
Until next time!
Files
Get Offworld Defender
Offworld Defender
Sci-Fi Tower Defence Shoot 'Em Up Game
Status | In development |
Author | Balin P |
Genre | Strategy |
More posts
- Launch & DocumentationOct 16, 2020
- Testing Feedback Implementation and MoreOct 11, 2020
- Game TestingOct 06, 2020
- Presentation/Graphics ProgressSep 27, 2020
- Combat and TowersSep 22, 2020
- Enemy Movement and Path LayoutSep 06, 2020
- First Build - Player MovementAug 30, 2020
- Offworld Defender - Game ConceptAug 28, 2020
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