Ent fortifier (Buff tower)
Research:
The main inspiration for this type of Tower came from the game balloon's Tower defence five. the tower from the game is called " monkey Village" and its main purpose is to increase the effectiveness of all towers within its range by giving the many different of passive abilities.
The main inspiration for this type of Tower came from the game balloon's Tower defence five. the tower from the game is called " monkey Village" and its main purpose is to increase the effectiveness of all towers within its range by giving the many different of passive abilities.
Blueprint:
the blueprints are the style work in a similar pattern to the previous tower the shield tower. it use a similar box collider system to detect towers around itself. It then uses of events on component being overlaps it then adds these actors into a variable called towers off by this tower it then checks to see if this actor has as tag "Tower" if true then passes through the branch and then sends an events to an instance of the object being overlapped. with a breakdown of the array " Towers both by this tower" with for each loop.within finally send an event called "give buff to tower" this sounds all the relatives information about the ball of towers will receive a crafts in five different variables as well as a self reference this five different variables are buff tower health, buff Tower attack speed, Buff Tower health resistance, buff Tower range ans buff Tower health regan.
On towers that are not buff towers well at our spawns in the vicinity of buff tower and event centre this tower called give both to tower this comes with six variables through the events. buff tower health, buff Tower attack speed, Buff Tower health resistance, buff Tower range ans buff Tower health regan. first the event goes through a branch checking to see if the tower has off if false we then turn the buff symbol from hidden to unhidden. we then set the tower has both variables are true and proceed to take all five of the variables from the event and set them to variables on, with then send a custom event on this blueprint called update normal info from buff tower. within finally take the tower reference from the event to and said to a variable called Tower give buff.
the blueprints are the style work in a similar pattern to the previous tower the shield tower. it use a similar box collider system to detect towers around itself. It then uses of events on component being overlaps it then adds these actors into a variable called towers off by this tower it then checks to see if this actor has as tag "Tower" if true then passes through the branch and then sends an events to an instance of the object being overlapped. with a breakdown of the array " Towers both by this tower" with for each loop.within finally send an event called "give buff to tower" this sounds all the relatives information about the ball of towers will receive a crafts in five different variables as well as a self reference this five different variables are buff tower health, buff Tower attack speed, Buff Tower health resistance, buff Tower range ans buff Tower health regan.
On towers that are not buff towers well at our spawns in the vicinity of buff tower and event centre this tower called give both to tower this comes with six variables through the events. buff tower health, buff Tower attack speed, Buff Tower health resistance, buff Tower range ans buff Tower health regan. first the event goes through a branch checking to see if the tower has off if false we then turn the buff symbol from hidden to unhidden. we then set the tower has both variables are true and proceed to take all five of the variables from the event and set them to variables on, with then send a custom event on this blueprint called update normal info from buff tower. within finally take the tower reference from the event to and said to a variable called Tower give buff.
this part of the blueprint is were we implement the box to the base properties of the tower. Start off of the event update normal information from buff tower with a sequence which splits into five separate ticks. we then use the base properties and buff the bace properties of the tower with the youths variables.
when the bots are is destroyed or deleted by the player and events a sense to all towers in the vicinity to cancel the buff the tower is receiving.
Variable balancing:
The main variables for this tower that need to be balanced on the five outgoing buffs this tower gives to the towers. These are buff tower health, buff tower attack speed, buff health resistance, buff tower range and buff tower health regen.
The main variables for this tower that need to be balanced on the five outgoing buffs this tower gives to the towers. These are buff tower health, buff tower attack speed, buff health resistance, buff tower range and buff tower health regen.
The buff tower health variable is set to 100 as a base level for this variable it may still need tweaking as playtest of proceeds.
The buff tower attacks speed this variable to 2 to divide the attack speed of the towers of effects by two this many further tweaking as playtest proceeds.
The buff tower health resistance we set this to 5% and this may need increasing but further point of the dispute to know when this variable is balanced.
The buff tower ranged this is set to 1.5 so it times the range by 1.5 which does scale with other units range variables.
The buff tower health regen this is set to turn that all towers affected in the range of this tower will receive 10 points of regenerative a second.
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