Games Dev Log - Tower Defense Game

When we started this Games Jam, I decided that I wanted the challenge of working on my own as a test on my skills and a show of how much I had improved. It also allowed me to let my own creativity flow, with no boundaries to hold me back. I started with many ideas for this Games Jam, but eventually settled on the idea of a stationary tower shooting at ever increasing waves of enemies. This base premise is something that I stuck to the entire time.
It was quite a challenge on my own, but it allowed for me to not have to rely or wait on others completing the things that I needed. The biggest struggle was being able to do the work of many on my own in the same timespan, but I managed quite well to create a functioning game in the limited time.


The above screenshot shows all the code inside the player character blueprint. This includes things such as the aiming and shooting of the projectile. It also includes the health management and regeneration of the character, as well as choosing which stat one of the enemies steal. It also receives the stats from the stat manager when the game starts and when they get updated.
This is the code inside the enemy manager, which is probably the most complicated and length code in the game. It has to spawn the enemies at the intervals set, choosing a random location for them, as well as making sure it is spawning the right amount of each enemy type. It also has to start and end the rounds, resetting wave numbers and timers, as well as increasing the enemy spawn numbers, introducing new enemy types, and increasing the enemy stats.




This extensive code is what makes my game run. It spans from spawning in the enemies and upgrading them as the rounds progress, to making the player shoot at them, in order as they enter range, all the way to allowing the player to upgrade their character and survive more waves. It has taken many many hours to develop all this code, and it is still incomplete but has taught me far more about programming than I ever though I could learn. This project has been very fulfilling and is something that I plan to carry on improving, hopefully one day being able to release as my own game sometime in the future.

This is a feature that I am still working on, and have only begun development on recently. The idea is that these orbital turrets will rotate around the player providing weaker supporting fire, but increasing the chance of many of the on-hit effects that the player might obtain. So far this is mostly successful, but sometimes the shots don't go towards the enemy like intended. I think this is most likely due to the rotation of these turrets, but it is something that I am going to continue developing in hopes of making it work.

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