› Forums › Games › Work in Progress › Tower of Elements – Devblog – September 2024
- This topic has 7 replies, 1 voice, and was last updated 2 months, 3 weeks ago by Koiarch.
- Post
-
- September 28, 2024 at 21:22
Game: Tower of Elements
Type: Interactive twitch gamePurpose: The tower was built to seal away uncontrollable forces that were threatening to tear the world apart.
Reason: Raw power of elements led to natural disasters.
How: Elements were sealed using Koi fish bound by magic as conduits to absorb elemental energies.
Who: The method was discovered by Aelius.
Who: A coalition known as the Elemental Wardens constructed the tower.
People: Elemental power bound by magic to take on human-like forms.
Monsters: Tower’s defense mechanism.– September 2024 –
- Replies
-
- September 28, 2024 at 21:26
Camera System:
The default game view is split into 4:
Mini Map [Top-Left] // Hero Camera [Top-Right]
Player Camera [Bottom-Left] // Event Camera [Bottom-Right]The fullscreen view is:
Boss Fight Camera and Player CameraEnded up adding a mini boss camera over the event camera as well.
● Mini Map – Shows a simple overview of player and enemy position
● Hero Camera – Focused on the Hero
● Player Camera – Split system to show between 1-25 or 1-56 cameras.
● Event Camera – Going to be used to showcase events (like start of boss fights)- September 28, 2024 at 21:31
Time and Weather:● Added a world time and date system
● Created my own game time
● Added a day and night cycle
● Check season to apply the fitting filters
● Check holidays to apply the fitting filters
● Temperature
● Weather system to apply dynamic weather effects- September 28, 2024 at 21:34
Other:
● Added a player queue system
● Player game object pooling
● Added a server tick system with priority to execute code
● Execution changes based on game FPS to avoid overloading the system
● Added a server data script to track all the objects in the game world- September 28, 2024 at 21:37
Animations:
I did a lot of work on the animations.In version 1 – I manually input all the sprites – using ScriptableObjects.
Wasn’t very efficient.
In version 2 – I used the sprite sheet to extract the sprites I wanted.
I was having some performance issues when spawning in 10000 test players.
In version 3 – I decided to use “Shared Animations” – would pre-load the sprites and the players would get the sprite from one game object.
- September 28, 2024 at 21:48
Art:
The art used in the game is created by: Krishna Palacio
- You must be logged in to reply to this topic.