Devlog - 10: Walls
Devlog - 10: Walls
Walls were something I wanted to add in for a while, but I knew they'd be troublesome in many ways.
A bit of a reminder on how the building system works: you build cubes -> you detect a pattern -> select appropriate building -> cubes turn into that building.
Now walls were a bit of a special case as by itself a wall is a 1x1 tile. But that would be so ridiculously not user friendly to have to detect one tile by one tile and turn them into walls. So I introduced special buildings into the system that have special handlers both for pattern detection and building in general.
With that in place I was able to add more patterns (e.g. 1x4) as a wall as well, and actually building that one by one was handled by the system. Same interface, same choices, just a different outcome and the user uses the same things he's familiar with.
You can see the end result in the gif below.
Final thing that I had to think about was connecting walls together when they're nearby. I didn't want to draw that many art to cover all cases so walls connect with each other sequentially over time instead of all at once.
I also wanted to give them a look of a one whole so when they connect, their animations synchronize.
That's all for this time :)
A Byte War
A Byte War is a real time strategy game where you fight as a machine against an extra dimensional incursion.
Status | In development |
Author | Stellar Studio (Machrom) |
Genre | Strategy |
Tags | Indie, Pixel Art, Sci-fi, Unity |
More posts
- Devlog - 17: Unit attacksMay 26, 2024
- Devlog - 16: Influence & visualizationMay 15, 2024
- Devlog - 15: Influence clashMay 07, 2024
- Devlog - 14: Enemy defensive towerMay 04, 2024
- Devlog - 13: More influence artMay 02, 2024
- Devlog - 12: Enemy buildingsApr 29, 2024
- Devlog - 11: Building destructionApr 28, 2024
- Devlog - 9: Influence improvementApr 24, 2024
- Devlog - 8: Influence tilingApr 22, 2024
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