I had to put this project on hold while I devoted time to some job applications/interviews, but I am back with development updates. I have implemented six unit types for both the player and enemy to use, and began to work on the AI patterns.
Each unit type will have its own AI pattern, so units greatly benefit from parent/child functionality. Shared logic passed down from the base class, so child classes just need assets, stats, and their AI pattern implemented. In addition, I decided to make the player and enemy versions of each unit separate classes. While this does mean that each unit type would have to be added in twice, I thought it would be much easier than trying to discern which pattern the unit needs at runtime. The small bit of extra work saves me a whole lot of frustration down the road.
I unfortunately could not find the art assets for 2 of the units I was planning on implementing, so I decided to simply cut them for the time being. They can easily be added at a later point, but I want to focus on getting close to a playable demo state right now. I am starting with the turret since it will be the easiest, followed by light infantry, and continuing from there. Since I built this project once before in Unity, I already have a rough idea of how the patterns should function and how I can go about implementing them.
PlayerUnit and EnemyUnit functionality, built out of TestUnitCombat between unitsUnit typesArtilleryHelicopterLt. Infantry (Rifle)Hvy. Infantry (Flamethrower)TankTurret
- Enemy unit AI
- Artillery
- Helicopter
- Lt. Infantry (Rifle)
- Hvy. Infantry (Flamethrower)
- Tank
- Turret
- UI
- Player Info
- Enemy Info
- HUD
- Level Design (Currently five planned)
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Menus
- Pause
- Main Menu
- Level Select
- Misc
- Visual Effect to show active units
- Playable Demo Released