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!
Monkey Defense Madness
Status | In development |
Author | murvkins |
More posts
- Day 7 & 8Mar 09, 2025
- Day 5Mar 06, 2025
- Day 4Mar 05, 2025
- Day 1 ProgressMar 04, 2025
- Day 3Mar 04, 2025
Leave a comment
Log in with itch.io to leave a comment.