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 Tower, Tower 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/
Get Terrorformer TD
Terrorformer TD
Terraform a changing map in this Roguelike TD!
Status | In development |
Author | TJ Cioffe |
Genre | Strategy, Role Playing |
Tags | Indie, Low-poly, Procedural Generation, Roguelike, Roguelite, Singleplayer, Tower Defense, Unity |
Languages | English |
More posts
- Terrorformer TD Devlog #13: AchievementsFeb 05, 2024
- Terrorformer TD Devlog # 12: Adding Inter-Game ProgressionJan 31, 2024
- Clockwork TD Devlog #11: New Year, New Features, New... Name?Jan 31, 2024
- Clockwork TD Devlog #10: Year-End Wrap-upDec 16, 2023
- Clockwork TD Devlog #9: TowersDec 15, 2023
- Clockwork TD Devlog #7: Map Progression Pt. 2Dec 13, 2023
- Clockwork TD Devlog #6: Instant Abilities!Sep 11, 2023
- Clockwork TD Devlog #5: Terrain BonusesJul 18, 2023
- Clockwork TD Devlog #4: Dynamic Build MenusJul 14, 2023
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