Firstly, let me say that “juicy” sounds much better than “fluff”, and if you are reading this you should watch this video. Anyway, short update.
Firstly, I made the progress bar for upgrading (and non-interfering with health bar):
Then I made cutesy little tower level indicator icons (since I don’t have a much better way to do this):
And then, here are not-enough-resources-to-fire tower indicators:
I will make the icons animated (flash border and scale) to make them more lively and attract attention.
I say this a lot, but–on their own–these features are not complicated at all and don’t take any time in any decent coder’s hands. But I can’t stress enough or properly explain how interdependent things get in a large, complex codebase. No matter how elegant, future-planned and well-designed the code is, you can never account for every possibility. So eventually some feature will require rewriting existing code or modifying it in a way that will break a bunch of other stuff. But this not being a nuclear facility, I can ignore those small breaks. Unfortunately, that grow like weeds and I’m a very lazy gardener. But I digress.
Finally, certain levels now can give the player a constant stream of resources once those are captured:
This can be strategically important and the difference can be amount to being able to build an extra tower or two per a dozen of those without any boosts. And that, in TDs, can sometimes be a deciding factor.
I’ve also worked on a new level (a total of 40) layout (all shown for clarity):
This is a bit more complex than that and there’s a lot of planning:
New levels get unlocked only when certain other levels are completed, and some levels unlock more, some don’t. The player progresses through the fourworlds roughly in a sequence, but with many exceptions and side-levels. I wanted the game to shift between the four worlds and not just randomly weave them all together. It should all be retty organic and with a little flavor text I think we can pull this off.
And last, but not least, island landing at level start-up:
This is pretty much what it sounds like. The island starts in the air and lands with a thud, before the level fully commences. I’m in progress of making the title nice, but here’s WIP:
It fades in and out, so it looks pretty decent.
Long time, no post. And me, myself and I are to blame. But, progress! And that is what matters!