Week 3 - Turret info bubble


This week has been a little less productive than i had hoped, so this log will be quite a bit shorter than the others. I made some minor updates to the damage and slow ratios that the turrets deal to the enemies and I've created 2 new types of enemy to face, a fast moving but weaker enemy and a tough but slow moving variant. I am, however, yet to implement the spawning of these in to the wave structure. I've also added a buy/sell system for the turrets with information on damage per second(DPS) and slow percentage within the popup when the turret is clicked. 

The upgrade system is a very simple buff to how much damage the turret deals or amount it slows the enemy. In the case of the Lightning and Slammer turrets, the delay between blasts is reduced. Each time an upgrade is purchased, the price increases by roughly 50-75% of the turrets initial cost. The sell price starts at roughly half the initial buy price and increases by a set amount with every upgrade. The more upgraded the turret is however, the less percentage invested you get back when selling. I feel this adds a little more strategy in to working out where you want each turret and which ones to spend coins on to upgrade. Alongside this system, I've also included a number on the turret to display it's current level of upgrade.

Next week I'm wanting to implement the enemy variety in to the spawns as well as health bars for them and increment the difficulty with each wave.

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