Monthly Archives: April 2012

Entry 67 with wind shader

Since our air tower is the boringest one and has no visible wind indication, I’ve been working on a cool shader effect: This is basically a wavy distortion (heat wave) with a sin/cos applied to the source coordinated. This means … Continue reading

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Entry 66 with a keep capture progress indicator

We needed a progress bar or equivalent shown in the game world above a keep that’s being capture. A simple thing, right? Riiiight. Well, firstly we decided it should be a variation of radial design, mainly because a horizontal/vertical bar … Continue reading

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Entry 65 or keep garrisoning… again

I already discussed this, but there’s lots of logic now behind units being garrisoned at the keeps. I convinced myself to cheat and teleport them, and it works sorta well. Unfortunately, this looks crap and breaks some state related stuff. … Continue reading

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Entry 64 with superunit

So we are making a “superunit” — a big (possibly upgradable) unit that will serve as player’s offensive force and defensive when idle. This means the unit can capture keeps. However, it needs to time the attacks well, otherwise it … Continue reading

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Entry 63 or slow evolution of towers

I’ve posted this a little before, but here are a few of the “areal” projectile mechanics and stuff. Air tower + ash tower = ash projectiles being blown at enemies: I fixed the shadows, lights, ranges, etc. for once. Similarly … Continue reading

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Entry 62 with things that make mobs better

I guess it’s that time again — coding. Oh and I wish it was the exciting kind… Leave as you entered I hate to cheat, but… consider current keep implementation. Mobs (blue) spawn at a certain point on the map … Continue reading

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Entry 61 or artsy stuffs

Besides tedious bug fixing and iteration, drawing is the slowest bit. But the results can be appreciated better. You don’t really see fixed bugs, but you do see a new tree. Here are some of the props we have with … Continue reading

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DevDiary entries 51-60

Entry 51 or how tiles expanded and mobs shrunk Oct 29, 2011 Let there be tile! First of all, we decided to axe the current tile sizes for new ones: Though it’s not quite as simple as that. The thing … Continue reading

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