Running Deeper C/C++/Java

Other Projects/Project, Hexas

TreasureSharky

Week 33 Report

Overall: Closed Beta Preparations and UI Image/Unit merging


Overall

 :: UI Image (1/5) finished

 :: Unit selection & Skill designation


UI Mainstage

< stage scene > finished

▶ Background:

 


The above image is treated as the background, and each UI image is split into minimal pieces, and reassembled inside the app. Thus, phones with different displays can handle the app without crashing.



> Key input & Building summoner

 

▶ The duplicated coordinates of a click is used to RayCast, and thus there is a possibility that the block will be duplicately selected. Thus, the blocks are selected with raycasting, ignoring untagged objects. CanBuild or notBuild, Resource, etc tagged objects are considered, and the object that was chosen at the very start is considered the target block.

▶ Thus, even with multiple blocks selected with a single touch, only the very first object selected will be activated.

▶ Red floors signify the first selected object.

▶ The objects above are created the moment the gameplay starts.

Ex) Player object: Cursed Minister can be chosen and placed. Instantly, the total units that will be trained every time the minister activates updates. The cost of the units update each time too, and thus the gameplay mechanic is finished.

 

The bars on the bottom left signify the resource pool. Red: Main Material, Blue: Mana

▶ The red bar is absolutely necessary for all buildings and can be generated from resource generation buildings.

▶ The blue bar is not absolutely neccessary, but without Mana, the units produced may not be able to attack, or deal full damage, etc.
Each resource is refreshed every second, and until the game is over, it will be automatically collected. A few skills are utilized in this manner, a buff system can boost resource production, and a thieving skill can steal resources from the opponent.




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