Open charvei opened 7 years ago
Progress so far:
Regarding BasicStats, our UpgradeStats for trees were very similar and we were thinking of combining them. Some ideas were:
I was think set/get with an enum that has an attribute type associated with each value. Although we need to see if anyone else has a better solution.
Yep, I think combining them is definitely a good idea. BasicStats is a bit too similar to your team's work for me to feel comfortable about to be honest. We probably are looking to have our enemies 'upgradable' for increased difficulty at some point anyway
That said, our tutor's recommendation was to store stats in respective classes which can then added be to through inheritance. What do you think of that approach?
Added the moose class to the game.
The Moose will randomly roam the map or attack the player if they are too close.
I've created a plan for the stats system. I've listed all the fields required for stats and separated them into classes. A builder class will also be required. Animation can be just a single texture. Shooting stats will be stored with the shooting event. Creating shooting events will be handled by the builder class.
Just a reminder: please update your tickets regularly. This counts toward your project participation.
Week 8 updates:
Moose now heals other enemies and chases player.
Moving enemy waves to Enemy waves and spawning (team 11). due to being quite different from the point of this ticket (enhancing enemies).
Description
With the basic outline of enemies and the concept of the game becoming more defined, this issue is concerned with refining existing enemies and creating new enemies to represent a cunning force that meaningfully interacts with the battlescape. We aim to do this by improving existing and creating new enemy types that thematically interact with the player's world and defences to create interesting challenges for the player. With this we hope our enemies can inspire the player to meaningfully consider their strategies, e.g., tower choices, tower placements, resource collection & usage, and justify the tools at their disposal.
Sub-features
Refining existing enemies (Tank, Speedy & Squirrel):
Updating existing enemies to use the Enemy Movement API
Setting goal to enemy base
Improving of existing interactions such as attacking
Refining enemy designs
Potentially include enemy levels into base enemy class for later "levels" in the game
Interesting Interactions
Creating new enemies
Milestones
Members of Team 11