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Mechanics and New Ideas.
Monster paths will be created dynamically according to the placement of the towers. Monsters will always strive to reach the exit gate using the shortest route possible.
The route will be calculated by a routine and updated every frame. Towers or other constructs that make monster progression will not be permitted.
Path can be stored globally in a list of tile locations. Monsters could read from this list every update to determine their path.
Or path could be handled individually on the monster level. Implementation details need to be discussed.
Enter and exit gates will be randomly placed every round.
Collision mechanics of the Unity3D engine do not behave favorably for 2D objects. With the current implementations monsters register to every tile they move on to and deregister from the tiles they left. Or in case they die they deregister from the tile they are on. Towers will have a MonitorTiles method that will check for monsters registered in the tiles that fall into their range. They chose as target the first monster that registers to one of the tiles and attacks that monster until it dies. Then the tower chooses the monster that is registered in the tile that is closest to the exit gate as target. This continues until there are no registered monsters in any of the tiles in the tower's range.