A tower defense game written in Rust
A tower defense game written in Rust
This new building provides AOE physical damage, making it very effective against small critter and such, however it also costs a lot and has a very slow firing speed making it suitable only in certain circumstances. The catapult didn’t actually take a super long time to make since most of it’s code could be copied from that of the alchemist. What I spent most of this time on instead was trying to create a lava shader instead of these very obviously tiling lava tiles, however it ended up looking really bad as I have barely any experience in shader creation so i decided to scrap that. Maybe in the future I’ll give it another attempt.
Now I will add more upgrades to the buildings, I have a few ideas already like tripple shot for the archer and a slow effect for the alchemist. Also I think I need to change some of the level parsing code since I implemented it in a REALLY stupid way :|
Added controls for beginning the next wave and fast forwarding. If you begin a wave whilst one is still ongoing you get a some gold for it to encourage you to challenge yourself more if you feel your build i strong enough. Additionally I added animated tiles that lookup from the tile id the corresponding animation file and displays that! With those I drew this lava and I also drew some stony underground tiles and a bridge, I’m not sure if I’ll stick with that aesthetic or not, we’ll see. I also added UI for when you don’t have enough money to purchase a building or an upgrade. Lastly i added a lives counter to the top right so you can keep track of all of em lives!
Now I think I will add another building, the last one. Which I do believe will be the catapult that provide physical AOE damage, and also a stun effect to stop enemies in place a short while.
The alchemist throws potions at his foes that apply poison which deals ticking damage to those affected, as well as drastically altering their pigment, no worries though it will turn back again, at least for those who survive. This makes the alchemist the perfect resource for dealing which a large band of enemies. Combo it with the friendly soldiers and the enemies literally can’t stop standing in the poison!
Not quite sure what to do next, I still need to add: a new building, upgrades, enemies, lives counter, playback control, and visuals so the game is not just yk… green. I don’t yet have any ideas for the last building, yet so I think I’m going to do some of the other stuff, we’ll see.
Made improvements to the behaviour of the friendly entities, they now spread out among the available enemies like they should and targets them appropriately.
I also added these new rat like creatures that are fast and come in droves, but have very little hp and armour thus making them dangerous only in groups.
Additionally I added a system for for debug flags as command line arguments like “infhp” that allows me to test different aspects of the game easily and swiftly.
Lastly enemies now actually die when they reach the end of their path and decreases the (thus far invisible) amount of lives you have, which is a nice treat!
Now I am going to add a new building, the alchemist, which will throw lingering potions on the map that poisons enemies and applies some sort of debuff as well as dealing magic damage.
For this devlog I added a new building for my game! It consists of three friendly entities which are supposed to halt the incoming enemies letting the other buildings take jabs at them!They also deal varying damage themselves, it all depends on how you wish to upgrade them! The player clicks on the building and then on a point within its range to command the friendlies to move to that point and wait for enemies, a little flag also gets put down at that point. Because of these friendly entities I also needed to implement attacks for both them and the enemies and it’s not working perfectly just yet.
In addition to that I also added switched os and made the game linux compatible, added some gold on enemy kill and lastly I redesigned the path the enemies are walking on, idk art is hard af, hope this looks better.
Next thing to do is to iron out some bugs I’ve encountered and to make friendly entities behave the way I want them to, after that I will probably add a new building. I’m thinking something like an alchemist that throws poison that applies a debuff on the enemies
Log in to leave a comment
Firstly I added hp bars to enemies that displays using a fragment shader their current health. Then I also added a visual for how much gold one currently has in the top right corner. Moreover I added an on click menu so you can view their exact health and other stats that haven’t come into action yet, like armour, magic resist and range.
In addition to that I also fixed a bug which caused the enemies to not being able to walk left. And lastly I also added some clouds and trees, I’m not sure how well they turned out so we’ll see if I’ll keep them or not.
Next devlog I want to add another building, I’m thinking one that spawns out friendly units that will hinder and battle the enemies!
Now archers can actually fire arrows that inflict damage upon the enemies! This took a while since i’m not the best at math, and i wanted to calculate the quadratic function the arrows follow in order to reach their targets. I spent a long time even after i figured out the function debugging why the arrows jagged back and forth, I figured this was caused by floating point precision, which turned out was correct! The issue was due to me accidentally multiplying the frame time twice leading to really small numbers, but it took a while to figure out.
I also added some blood for when enemies get hit, right now it’s just one texture, but I think I will add more some time.
Going forward I will continue to add upgrades, enemies, and buildings, and in the future make some UI for health bars, gold income and displaying information about enemies on click
Now each upgrade can have an associated texture that can either be additive or transformative and it can either provide a texture for the building or a new animation for the friendly shooter at the building. Building visuals can either be additive or transformative, for instance these archers I want at their first upgrade to get some bow and arrow training equipment and quivers that i later want to disappear when they get upgraded into gunmen.
This devlog I also changed the level/camera code to support negative coordinates from the tile editor. I also changed the range indicator to use the built in ellipse function in macroquad instead of just scaling a low res image, which looks better.
Next devlog I will make it so buildings actually can attack the enemies!
Log in to leave a comment
Now one can click on an empty build slot and get a menyu showing them what they can build from it. Each building also has its own set of upgrades which can later be built after the initial building is constructed! Each building and upgrade comes with a price however… it’s just gold, differing amounts of gold.
Although right now the purchased upgrades aren’t shown visually to the player, they only provide stat boosts. I want to change that, so that is what I will be doing for next devlog!
Now enemies can follow a path drawn in the map editor! In addition to that I imported the code for getting and drawing animations from aseprite from a previous project. I also drew a goblin and path tile although I think I’m going to have to change them since they kinda blend into each other and you can’t see the goblin all too clearly, I don’t really know I suck at art 😭
What’s next is probably implementing a wave system so i can specify in a file which enemies will appear in what wave, I also of course need to add more enemies and adding towers!
Set up project and wrote the code for the parsing of tiles from the “tiled” tile editor. Next thing I will do is to make the code for enemies to walk on the path!