Sunflower
Research:
The idea for this tower can from two different souses of research from games from both RTS (real-time strategy) and Tower defense genre. The First inspiration came from the game Supreme commander from certain structures within the game create resources for the player but were unable to defend themselves from attack. a supreme Commander required to main resources for the player to construct units these two structures that would retrieve resources were vital for the construction of more units by the player and I felt that a unit like this would be a valuable assets in my game.
Mass extractor: Supreme Commander 1
Fusion reactor Supreme Commander 1
The second inspiration came from the game Balloons Tower defense 5 in the form of uint in that game that made resources for the player as time when on but had no other uses. The unit in the game is called "banana farm"
The reason I was so interested in these types of units within these games is the risk reward fact that they offer to the player and given new key way dynamic gameplay. As there is an advantage to building new structures as they do provide resources and help the player long-term books done to access they can negatively affect the player and maybe even cause them to lose the game's lost defeat the purpose of getting the unit in the first place. It offers unique risk reward factor for the player making the player use them strategically instead of compulsory.
Blueprint:
Building upon the design of the "default tower" blueprints wasn't that much that had to be changed in order to make this tower function as a resource gathering tower. When the tower is spawned Its sends an event to the RTS cam sending three variables from the tower which are then added to a separate three variables on the RTS cam. This is the way the resource system is managed by simply changing the resource collection rates variables to the number one or more it changes the collection rate on me main camera.
Building upon the design of the "default tower" blueprints wasn't that much that had to be changed in order to make this tower function as a resource gathering tower. When the tower is spawned Its sends an event to the RTS cam sending three variables from the tower which are then added to a separate three variables on the RTS cam. This is the way the resource system is managed by simply changing the resource collection rates variables to the number one or more it changes the collection rate on me main camera.
All that needs to be done in the blueprints in order to make a tower be able to collect resources is to change six variables.
First off changing three of the Boolean variable is too true
Then changing three of the Integer variables to whatever number the collection rate of the tower being by the fault I've set this variable to 1.
Variables balanced:
As this tower will offer a risk reward factor to the player is imperative in its design that it is week and vulnerable to attack and this was reflected in the variables or Tower properties. There are certain cosmetic changes that have to be done first this is things like changing the Tower name to something like "sunflower" and changing the type of Tower to the correct one.
Now we start going about changing variables to balance the tower we first off start by making the Tower health and damage resistance very weak around 75 health and 10% damage resistance with then make the cost of the tower higher than any of the tower as the value of this tower is a lot more than any other. due to the nature of balance in a game like this these variables are constantly being tweaked and evaluated in order to provide the best gameplay experience
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