Clockwork TD Devlog #8: Enemies


This is the eighth post in an ongoing series about the development of my thesis project, Clockwork TD.

Creating simple enemies that can combine to create complex problems for the player to solve is the aim of most Tower Defense games. For Clockwork TD, I looked at a number of games, including Rogue TowerTower Tactics: Liberation, and even the recent Axon TD: Uprising to come up with inspiration for the different skills and conditions that enemies can utilize. To standardize the different conditions that could trigger an Enemy Action, I started with an enum:

Each master Enemy type contains a UDictionary (code here) keyed to EnemyActionType; and containing an EnemyAction:

This can be used to create all sorts of behaviour via inheritance, such as running an action on the caster:

To keep reading this devlog and see the example code & gifs, visit:

https://onewinter.net/2023/12/13/clockwork-td-devlog-8-enemies/

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