Tower Defence? RTS? Either way, progress at the 29 hour mark!
I’m thinking it’s about time to wrap it up for Saturday. A good 15 hour or so workday, although much of that wasn’t as productive as could have been. It feels like I wasted hours on a few problems that had very simple solutions in the end.
Things I accomplished today:
- Created the base unit, which will probably be the only one. Has hit-points, like any good unit, and also morale – when morale hits zero, the unit drops what it’s doing and flees.
- Implemented a crude job queue, for the units to determine what to do.
- The only job is “dig trench”, which takes some time to turn from an order into a trench that provides cover.
- Units path to their jobs, preferring to stay in trenches for cover.
- Added two types of enemy fire:
- Bullets – far more likely to hit units outside of trenches, but reduce morale for the troops they pass over.
- Mortars – destroy any trenches and progress towards digging trenches in a one-tile radius, and heavily damage the hit points and morale of any unit in a two-tile radius.
- Some UI tweaks – an actual background image, new tiles for the trenches, and the first steps towards the actual game play interface.
All in all, it looks like this now – huge progress today compared to where things were last night.
Tomorrow’s gonna be a big push if I’m going to get this done in time for the compo. Last Ludum Dare I ended up taking Monday to actually finish and submit my game in the jam instead of the compo – I’ll have to make that call pretty early on tomorrow if I’m going to save my sanity.
Tags: ld31, progress, screenshot, unity
