Lucas Blog #2 and #3
Author: Lucas Fuica
Date: 02/27/2025
So I'm writing this as a combination of the two weeks from v0.0.2 and v0.0.3 in development, as nearly all my time has been focused on perfecting the towers post v0.0.1. I would say I got a lot accomplished. By focusing on towers, I worked with my teammates to provide an integral piece to our game, and I feel like after the hard ache and pain this project has been, I accomplished something at the end of the week that isn't bad. It's been tough all around, fixing bugs and reducing the aiming functions multiple times to get bugs fixed.
Current problem:
The only problem I have is not being able to do another tower that focuses on support. It was something promised but never got delivered through the month I had working on this, and I feel a bit disappointed that I didn't get to do anything with it. but I'm reminded that I can always keep trying on this project to provide a better experience, one update at a time. The next thing to note is that there is a bug with the aiming. You see how the towers do the priority system sort of mess up when a tower leaves and joins back in the range. let me explain. How towers are doing targeting is based on a queue that each tower has. The queue is of spotted enemies, so when an enemy is seen, it gets added to this queue, and when it leaves/dies, it gets removed. The issue is that it's just a queue, meaning if an enemy were to leave the range and get back in, its priority would be last, even if it's further down the path.
Get Womp Defense
Womp Defense
Roguelike tower defense student made game.
Status | Released |
Author | WompWompProductions |
Genre | Strategy |
Tags | Deck Building, No AI, Roguelike, Tower Defense |
More posts
- Christian Blog#1: Perforce Problems and Starting on the UI16 days ago
- Lucas Blog #1: Problems with the current camera16 days ago
- Lucas v0.1 Camera Implementation16 days ago
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