Wednesday, March 5, 2014

Juiciness!

Unfortunately, it's been a while since my last post. Lots of fun school stuff going on!

So since last time, I've really just added more "juiciness" to the game. What I mean by that is stuff that makes the game look and feel better, but doesn't actually effect game play. One of the things I added was screen shake when an enemy make it past your defenses.
If you think about it, this gives the impression that:
1. It's bad when an enemy reaches the end of the path
2. It matters that they've made it to the end
And of course, it's not too hard to implement so why not! :P

Another thing I'm toying around with is persistence. What I mean by this is stuff that stays on the level throughout the level. So for instance, I put down a red tower, and it attacks an enemy, and you actually see red specks fly off of the enemy and land on the ground. Those flecks actually just sit there until the end of the level. It's sort of similar to you spilling something on the ground in real life... it doesn't just disappear when it lands! I'm not sure if I really like how it looks at the moment, but it's fun to play around with!

The last big thing I changed comes in two parts:
1. I added lines between path nodes. They're just white lines that are a little see through, and they're supposed to represent white light.
2. Changed the spells image to prisms. Prisms are cool because when light travels through them it separates it into the different components. Now I didn't quite stick to this because I wanted a red, green, and blue crystal, but it's close enough! So when you stick a prism in the path, the white light gets absorbed by it, and the crystal emits red light. It's shown in the video (kind of hard to explain it :P). I thought this fit a lot better with the theme of the game (color/light) than paint did. (PS thanks to my dad for the idea of prisms!)