The "loadout" is underway, which contains the higher level features to purchase and upgrade equipment, skills, open reward chests, etc. I wanted to have multiple currencies in addition to the usual coins. Well, shiny gems were not a wise option, because those are abundantly matched for temporary resources to activate skills. Instead I chose cherries, peaches, and radishes to barter with the bunny merchants. The food can be grown and harvested over multiple play sessions, which makes more sense than random chests and coins in this freemium game. Bunnies favor food over gemstones, so it's a twist on the value of objects in this fictional universe akin to
Defend Your Nuts and
Demons Down Under.
Once this is complete, then I am that much closer to a beta release on Google Play.
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Weapons Loadout |
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Skills Loadout. |
The weapons are used automatically when gems of the hero's color are matched. Skills are used by placing its respective pattern on the battle board. The three red dots connected by lines in the skills loadout depict that all three enemies are targeted by toxic rain. If there is no connecting line, then only one enemy is targeted. There are still some missing features, like the gem cost of the skills and its pattern. Plus the weapons loadout is a bit of a mess, so I might just make it look more like the skills loadout by reusing most of the same code.
Update:
Here is the improved skills loadout with gem costs and pattern. The cost is exaggerated for sake of illustration.
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Updated Skills Loadout. |
I threw in a new skill for the panda too, because most of the work is just filling out some data that specifies it; the systems in place take care of most of the work. It is not entirely data-driven because I have to specify what the computed gamma value does based on skill level, and, reflect it in the skill description as well.
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Most of the code of a new hero skill that applies a beneficial buff. |
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