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Structures Overview

Xi Wang edited this page Oct 17, 2022 · 94 revisions

Ranged

Overall, there are six different Towers. Towers 1-4 are true towers (each with two levels). The Trojan Horse and Turret Towers additionally cause damage, though have no levels or height. All Towers actively create damage when an enemy comes into a predetermined tile range.

Tower1 Tower2 Tower3
v2_Tower1_L2 blank v2_Tower3

Traps

Traps cause damage to enemies when walked over. There are three different traps: Spike Trap, Marble Trap, and Claw Trap.

Spike Trap Marbles Trap Claw Trap
v3_TrapSpike v3_TrapMarble v3_TrapClaw

Obstacles

Obstacles hinder the enemies from moving efficiently with the ultimate purpose of slowing them down in their attack. There are four different obstacles: Wooden Fence, Brick Wall, House, and Temple. Walls and fences can be placed as protection measures to restrict access to parts of land whilst the House and Temple are used to distract and protect enemies from other priority elements in the game.

Wooden Fence Brick Wall House
v2_WallWood v5_WallBrick v3_House
Temple
blank

Game to Entity Name Guide

https://github.com/UQdeco2800/2022-studio-1/wiki/Game-to-Entity-Name-Guide

Sprint 4: Tower Design

Blessing Tower

Sprite Inspiration

tower tower tower

The design of the tower was inspired by the traditional stone lighthouses of ancient Greece. Most stone lighthouses were built on islands or by the sea to provide visible warnings of shipping hazards, so they come in many different heights. To resist the erosion of the sea, its walls are hard and thick, uniform in shape and darker in color. The tower is a sign of hope and protection for navigators, so I named it the Blessing Tower.

Design Iterations

Prototype Design

tower tower

The design prototype adds design elements such as the weapon trident in the game store and the amethyst in the middle of the game map, so that the overall color of the building is no longer monotonous.

Sprite Design

tower tower tower
tower tower tower

Adjust the canvas size of sprite, optimize the shape of sprite, make the design of the tower more three-dimensional, the transition of color changes in the connection area natural.

Design results display

tower tower tower

Substantially adjust the overall color style of the building, so that the color of the tower is more in line with the game tone.

Reference:

Greek. (2020,August 24). The traditional and historic stone lighthouses of Greece. greeknewsagenda.com: http://https://www.greeknewsagenda.gr/topics/culture-society/7283-the-traditional-and-historic-stone-lighthouses-of-greece

Johann. (2010,November 11). Gravure imaginant le Phare d'Alexandrie. wikimedia.com: https://commons.wikimedia.org/wiki/File:Pharos_Alexandria_(Fischer_von_Erlach).jpg

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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