Biome Defense
  • Home
  • Overview
  • Media
  • FAQ
  • Blog
  • Forum
  • Wiki

Updates 2016-04-18

4/18/2016

1 Comment

 
* New General>Select tool exists, letting you select objects in a map.
* New Map>Object panel exists, letting you modify properties of the selected objected.
* Objects in a map can have a name/id set.
* A unit trying to attack, but being stuck somewhere, no longer continues showing its run animation.
* An AI unit, when attacking, moves toward the target's actual location again!

New screenshots
==========
Picture
​The new Object panel, allowing you to set an ID for an object. (so it can be referenced by the map's scripts/trigger system)
1 Comment

Updates 2016-04-04

4/4/2016

0 Comments

 
Updates:
* Objects page preview-animation feature works again
* Human unit exists, for DtH minigame (probably a hunter)
* Middle-mouse scrolling no longer scrolls below ui in Unity.

New screenshots
==========
Picture
The new human unit. Why did I suddenly add a human, when all the units so far have been animals?

Because the human unit is the bad guy in the "Defend the Hill" minigame I'm now shifting my focus toward. 

Basic idea: You play as the animals, and defend a hill in the center of the map from hordes of humans that spawn from the map's four corners. The enemy forces will grow at an increasing rate, so it's basically an arcade game where you try to last as long as you can.

Reason I'm shifting focus toward this: A full RTS experience will take some time to mature, because it requires its components to be well fleshed out (e.g. good path-finding, formations, and ai/multiplayer).

I'd like the game to be playable and fun before that, though, so I'm cutting back for the first phase to something relatively simple and easy to test.

With newfound organization (e.g. website, wiki, and task tracker), excitement, and a smaller scope, I hope to push forward quickly and bring a playable build to you guys within a few months. Assuming it succeeds, I'm hoping it'll give some enthusiasm for the project. 

From there, I can then begin incremental development based on user feedback. Which for me at least, makes things a whole lot more fun. (I've always loved the idea of having a community where my time invested can bring real improvements to the end-user's game experience, and I really like hearing people's thoughts on how things could be designed differently)
0 Comments

    Author

    Indie game-dev from Seattle.

    Archives

    July 2016
    June 2016
    May 2016
    April 2016
    March 2016

    Categories

    All

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Overview
  • Media
  • FAQ
  • Blog
  • Forum
  • Wiki