Greetings!
The screen shows the level, two (untextured) teslas (that need to be protected, but will also help you when you need it the most!)
Because I’ve decided to revamp the lighting of the game there’s been some “unexpected” work. These past few days I’ve been working on optimizing the scenes. I’ve made a script to merge all objects that share materials so that I can lower the number shadow casters. In the scene above I’ve managed to get it from roughly 1k to 220 which should be an ok amount. After that I’ve started reworking the lighting on the levels, although quite some ways to go before I am finished I am happy with moving the game over to real time lighting altogether. The look of it is much nicer and more atmospheric. :)
I’ve also finished up the Tesla script. And given the functionality of having several in one scene I had to do some changes to how the GUI handles info like HP etc. for what was before just one base per level. Now HP is added up and then displayed (game over when it hits 0 as usual). The tesla now attaches to a series of buildable hexes, so once it gets destroyed it overloads them and makes them unusable. I’ve not added particle effects etc. for this, but it works like it’s supposed to. :)
Now I can start working on the continuous levels for real and start testing. I’ve started working on the random spawn generator for real and done some early testing, which looks promising enough for me to set the date for the next build to november 6th. This build will feature one continuous level allowing for the 3 turrets featured in the current build and 4 of the 5 enemies featured.
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