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Battle of Millenia Update #1

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Hello, everyone I am new here and was wanting to show some pictures of my new project I had started for a couple of months now.Its part of my "Learning Unity Project" I have a few pictures of the starting production. Of my game. This is my first time making a game using Unity. For a learning experience I am making this game which is in essence a tower defense game where you set up your turrets and destroy the objective on the enemy side of field. The game will consist of different types of armies. Medieval Warriors, Modern Soldiers, Monsters, Aliens and a few other factions.  The theme is a war and strategy game that combines all tactics of warfare from different civilizations.

Snip_of_castle.thumb.PNG.d4cb8360046a54ed9d0e7dec7307e30b.PNG

This is the castle for the medieval armies. Where they spawn into and the objective is located in inside the castle.594b4e5164b6d_SnipsoldiersAI.thumb.PNG.0a954610f31dbe40040dd0ef02a0e970.PNG

There are AI's already added to the game for the knights and are the obstacle for all medieval armies. The number of AI's are controlled through waves. The spawns have been added to the game for the player and the AI.

I also added helper AI's that fight with the player.

There are continuous waves with certain number of knight spawns from both the player and enemies sides of the field.

They can attack, defend and get hit.

594b4cd435be0_Snipattacking.thumb.PNG.e3da0df63aa8cc4516d1f882bf81ef23.PNG

I have already added a battle system where you can attack and defend with your shields for the medieval knights. I have not yet added a complete combo system for that is an update for the future but the medieval knights can do 3 different types of attacks. The health bars for the shields and swords have been added to where when you guard with the shield you take no damage to your health as the knight. When the shield bar runs out you lose your shield and are open for any attacks.

594b501068b3b_CatapultSnip.thumb.PNG.ef336adb463eacd50c4a49ce52b6e266.PNG

I have added a turret system starting off with the catapults for the knights. I have added positions to where you can click on a shaded area and spawn a turret. The turrets also track down enemies within a certain radius and has a different firing rates. Rocks are fired from the catapults which explode on impact.

 

Here are all the things I added to the game so far:

Characters:

Medieval Knight v1.0

Knight AI's v1.0

Friendly Knight AI's v1.0

Boss: Wing v1.0

Turret: Catapult v1.0

Spawn Points v1.0

Castles v1.0

Attacks v1.0

Healthbars v1.0

If you have any questions feel free to ask me! Feedback is always welcomed. I will make another post tomorrow about my blog schedule.

Hope I heard from yall soon ;p.

 

Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here:

https://twitter.com/ACTNS_Ent

 

 

2 comments
3 entries
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ACTNS
June 25, 2017
Battle of Millenia Update #4

Still Optimizing frame rate and AI functionality. This was fun to mess around with sorry for the audio and framerate if it isn't completely clear. 

2017-06-24 22-50-04.mp4

 

 

 

 

Also for those of yall who are in…

1,891 views
ACTNS
June 24, 2017
Battle of Millenia Update #3

Didn't do much today mainly messed with the player hub and Optimized the game code to where I can hold so far 60 AIs at once! I will be working on the Ai's code more tomorrow and will show a video seeing how much AI's I can fit in one battlefield! 

 

Also for those of yall who are intere…

2,421 views
ACTNS
June 23, 2017
Update#2

Finally after having so many optimization problems I have completed object pooling system for handling bullets. Now for Ai's and Players that use characters that use guns will be able to shoot without

2,877 views
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