What got done
AI for units and towers
- Tank unit/tower with splash damage
- Support unit/tower with a buff sphere that gives buffs to allied units/towers
- Crippler unit/tower that slows down enemy units/towers
- Sniper unit/tower that does more damage at range
I also spent a good amount of time debugging our issues with pathfinding and looking into more robust state synchronization over the network. I will be resuming network tasks once the pathfinding is in a more stable state.
What's getting done
A new approach to placing towers to avoid the issues where you just build a wall of towers around your opponent's base. You will now have to start by building towers closer to your base and then expand your radius by building more towers outwards. Here's a picture of a WIP:
That's just done with a transparent cube around the base of the tower, but it doesn't work well with varying terrain height or clipping with other towers, so I'm working on something a little more robust. My plan is also to address the problems with placing towers on invalid areas as well (such as stacking towers, or placing them on a ramp). The picture below shows some really early work of a tile system that will determine if the position is valid for a tower. Right now the tiles will show up green if they are open. All of the tiles are also batched together into 1 mesh and 1 draw call. Anyway, back to work on this...


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