Project revised


I have taken a look at the suggestions and tried to resolve some of them.

  • Animations

By all rights, animations should be quite simple. I have no doubt it is possible to implement decent ones with like 3 clicks. But i have had a strange mental block trying to research those 3 clicks, and ended up settling for simple animations where units jump forward when attacking. Imo this is at least better than nothing.

  • Add music

Done. I had some issues with the audio source perishing between scenes and abruptly cutting off sounds, especially in the unit upgrade menu in the shop. I do not know how such things are usually handled in Unity, i ended up wrapping one in a singleton, but then i was unable to refer to methors of this singleton from the Unity editor and had to do it through code.

  • Add audio effects (for skills, deaths, UI) - Nothing crazy and dont overdue it
Done. Also added SFX and master volume sliders to the pause menu.
  • Add bettwer environments (more fitting art for background, boulders, path)

My implementation of the scrolling background is janky enough as it is, to be quite honest i would rather not touch it.

  • Player does not have much input to game, skills only, but quite easily you can add an archer or similar mechanic to make player active member of battle group

This is really meant to be more of a strategy game than an action one. Granted, I have no doubt it would benefit from a well thought out form of player control, but i have focused my efforts elsewhere

  • My major concern is that the game is too deterministic and actually slow.

I like the game being deterministic because it allows you to potentially develop and refine a consistent strategy. But yes, going through all the early waves is a waste of time. I have added a skip slider to allow players to fastforward through their last cleared wave. This is optional and an ongoing fastforward can be cancelled in the pause menu.

  • If you would go for precedurally generated waves, it can be done by assigng each enemy with score. The each wave has score cap increasing and you randomly pick enemies. 5 devis of score 2 is = 10 total

I have done a little bit of procedurally generated waves in freeplay mode. It's nothing too refind,  but it should be better than just having the game end and become unplayable.

***

Overall, i probably spent more time staring at the project and fearing it than actual work. Maybe about 6 hours work and 10 hours staring/waiting forcompilation? it's difficult to exactly quantify this. (oh yeah the WebGl build took like 30 minutes per compile for some reason. Also the viewport on Itch.Io is strange. I will upload a downloadable exe as well.)

The biggest issue i faced with implementation was honestly my own code. from the beginning, I tried to code in the way that i wanted, which wasn't the way Unity wanted. This lead to ugly workarounds to make my code work anyway, and ugly code leads to even worse code until it becomes unreadable. If i ever do another project from scratch i like to think it will be better.


Files

ProjC revised Play in browser
2 days ago

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