kendallroth / tower-defence Goto Github PK
View Code? Open in Web Editor NEWTower defence game made in Unity
Tower defence game made in Unity
Handle spawning enemies over multiple basic waves.
Implement basic enemy movement along path, utilizing the "linked" waypoint list. Enemies should be destroyed when reaching the end of the path, and eventually will need to affect lives.
Enemies should utilize several animations over their lifecycle:
Enemies should have their exit animation sometime before being destroyed at the exit, in order to give a satisfactory animation time. However, a life should not be substracted until they have fully "reached" the destination (inside tower).
Use ooti.MessageDispatcher
system to pass game events around.
Implement basic camera movement (can be extended later).
Add an overall game stats manager to track stats accumulated throughout the game.
Live stats
Total stats (cached)
Create a simple path editor (toggleable tool) that can be used to create a path. This would replace the current one-by-one approach used to manually set tile pathing values (from editor). The tool would also be able to support only creating a valid path and setting valid start/end pieces.
This could also allow the pathing to be updated automatically after changes without recalculating the entire path over (wither certain limitations).
Wave configuration should be improved in a variety of ways, specifically to allow more variety within a wave. Waves should be able to contain multiple enemies spawned in multiple sections (either sequentially or randomly).
class WaveManager {
waves: IWave[];
}
interface IWave {
int number;
IWaveSection[] sections;
}
interface IWaveSection {
float sectionDelay;
IWaveSectionEnemy[] enemies;
IWaveSectionOrder order;
}
interface IWaveSectionEnemy {
Enemy enemyPrefab;
int count;
float spawnDelay;
}
enum IWaveSectionOrder {
RANDOM,
SEQUENTIAL
}
Currently the prop placement tool uses a slightly dangerous method of determining the direction to the next path piece. Since it is based off the next waypoint, the underlying function does not know that the target tile is actually a neighbour (causes issues if not). Instead, a Vector3 or Coordinate extension could be created to determine the most appropriate direction based on the direction between points (from world angle, where HexDirection.N
is 0
degrees).
Spawn enemies from portals (ideally with simple texture behind them/occluding them). Could have brief warmup period when spawning (before shutting down again), possibly coupled with some other indicator to signify a warning period?
Decide if there are any reasons to allow selecting multiple tiles in-game (ie. for operations). If so, implement a similar system to the map editor.
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