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Wednesday, June 27, 2012

Still working on

Since I've been in vacation, I couldn't do some things as I planned. In this period, I  added some codes, almost everytime it crushes something else. Finally, I made a short and playable version.
Here are the fancy properties of the game so far.

  • Two different towers, rock thrower and electric thrower. I used this example to make the electric effect.
  • There are five waves. After each wave, enemies are getting faster and having more health point. (Number of waves can be increased easily.)
  • Requiring money for upgrades hasn't been done yet. It's disabled for now.
  • Detecting and shooting the enemies is perfectly fine. (That means I haven't found a bug yet.)
  • Buying and selling towers has been done. (We're selling the towers the price that we buy. But it should be less. I'll fix that later.)
  • Ugly GUI that shows wave number, number of killed enemies and total enemies and number of enemies which reaches the end of the path is done.
  • Going next wave is working.
  • Game over condition is done. If ten enemies reach the end of the path then game over.
  • Also "Congratulations" screen will appear if the game is finished succesfully.


Electric tower is shooting the damn enemies.

Thursday, June 14, 2012

Money Money Money


Primary version of the buying towers system is completed. I also added a label that shows total number of enemies and number of enemies that are killed. Click the picture to enlarge.

Monday, June 11, 2012

Neater is Better



What did I do?

  • Finally, I solved the problem of tower placement. Instead of using Camera.main.ScreenToWorldPoint(Input.mousePosition), I used Physics.Raycast to find the coordinates to build tower.
  • I added health bar over enemies. But it's position is not consistent (Because of different resolutions). I will fix that problem.
  • I deleted the ellipse-like shape under the tower to detect enemies. I used Physics.OverlapSphere, instead.
  • I added enemy spawner.
  • I created a transparent clynder and made y scale value very low. Thus, I obtained a circle. I used it to specify the fire range of the tower.

You can play this version of the game here.

Saturday, June 9, 2012

Wednesday, June 6, 2012

First Steps




What did I do?

  • I created a terrain by using "Paint Height". 
  • I used way points for movement of enemies. They're red cubes for now. 
  • The ellipse-like shape under the tower shows the range of that tower. If an enemy collides with it, tower starts to shoot the enemy. 
  • Choosing enemy to shoot is not stable. This is because I'm using OnCollisionStay, I guess. I need to work on that. 

ToDo List:

  • As you can see on Project and Hierarchy view, there is no such thing as file organization. Name of the files is so irrelevant. I need to organize those. 
  • I'm using the version 3.4.2. I want to move the project to 3.5. I think, it's not going to be a big problem. 
  • Finally, the places of towers are not going to be set as game starts, Users will put them wherever they want.

What's going to be in this blog?

As soon as my final exams finished, I started to make a tower defence game in Unity. In this blog, I will share the process while making the game. The reason that I decided to make tower defence is I wanted to learn the mechanics of the tower defence games.

I will use Unity3D engine but I have some problems with finding 3D models. I will use primitive models like cubes, spheres for now.

See you soon.