Day 6


Today, I tackled sketching the cannon tower, the cannonball that it shoots and then creating the explosion effect when it impacts an enemy or times out (the time-to-live bullet property mentioned in a previous dev log).

After that was done, I wanted to get the towers to face and track their targets.  This was pretty trick as I was trying to mix the tracking in with the shooting alarm.  This resulted in some free rapid shots when the cannon killed an enemy.  I ended up separating the two into their own alarms which fixed the problem.  I wanted the cannon to not get free shots when it found a new target and doing this let me maintain it's fire rate.

I then implemented grid snapping for the towers which was pretty straight-forward and easy to do.

I redid the map to be more in-line with the real Bloons TD.  I took a screenshot of the game and added it as a transparent sprite then redrew my tiles to match.  I also changed the tiles from being 16x16 to 12x12 to narrow down the passage way a bit as it was a little too wide.

Properties of the towers to include costs were changed to be more like Bloons TD as well.  The starting money also is the same.  

Next, I will need to start focusing on the  other enemies that exist in the game and then set up the waves of each level.  This also means I'll need to add a wave start button.  Currently the waves just come after a certain time and slowly increment in difficulty.

My son is making music for the game so maybe that will be in the next build!

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