Jordan's Log: Week 2
- Jordan Sanderson
- Feb 13, 2017
- 2 min read
For our second week on this project we wrapped up most of our early designs and started getting playable demos finished. I added UI to my hex tiles in my strategy game so now the player can upgrade their cells and advance their turns. I also am now displaying the actions the player can perform this turn as well as what turn number it is. Viruses are now spawning randomly above the player. To be more specific the viruses spawn in the upper 65% of a circle then I scale it out to be 1000 in game units which is the max the player can see. Every time a virus performs its turn it moves 25% closer to its randomly selected target, a cell. Once it reaches a cell it starts trying to take it over using the cell’s defense as well as the virus’s attack value. Once it takes over a cell it can do one of three things: kill the cell and spawn 1 more virus, kill the cell and spawn 6 viruses, use the cell’s reproduction values to spawn viruses instead of cells. Which one changes depending on the difficulty. I have them all coded, but haven’t been able to fully test them other than the first one. For now I need to work on the virus picking a new target if its current one is killed by another virus and the virus’s decisions if all cells are currently being attacked by viruses. They both work, but not as I would have wanted them. Right now if all cells are currently being attacked they just attack a random cell even if it is being attacked. This might be good if they actually worked together, but they each use their own individual values to take over the cell. So, I should either design the viruses to work together or have the viruses go on standby if all cells are currently being attacked.
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