Prompt Detail:
Devlog: Designing the Flying Enemy
Question 1: I want to design a flying enemy to enable us to create more complex and engaging levels, as well as forcing the player to think more strategically about defense placement.
In analyzing playtesting feedback, I noticed that players tend to concentrate their defenses in chokepoints and intersections, which reduces strategic diversity. To address this issue and introduce new dynamics, I decided to incorporate flying enemies that can bypass designated paths, challenging players to rethink their defense strategies.
Question 2: How will I solve this?
To tackle this challenge, I employed the following methods:
Available Product Analysis: I began by conducting online research to find a suitable model for the flying enemy. This allowed me to identify existing models that could be used or modified for our game.
Prototype: Once I had a model at hand, I implemented the flying enemy in Unity, creating a working prototype to test its functionality and behavior.
Question 3: What is the result?
Based on the methods employed, the following outcomes were achieved:
Available Product Analysis: During my online search, I came across several models for flying enemies. However, many of them lacked animations or did not resemble birds, which was the desired aesthetic. To save time, I expanded my search and eventually found the perfect models: [Include links to chosen models]
Tinkering: I encountered a small issue with one of the models, as it didn't have a suitable death animation. To address this, I created a custom "flying away" effect by making the model spin around and gradually decrease in size. Here's an example of the effect: [Include example]
Prototype: To showcase the flying enemy, I created three versions of the smaller model by modifying the textures and colors. Currently, I have implemented the middle model as a mini-boss, while the last model remains unused for now. Here is a video demonstrating the prototype: [Attach evidence video]
Question 4: What is the quality of the result?
Given that we don't currently have a level to fully test the flying enemy and its unique mechanics, I shared the functionality with my groupmates. They appreciated the idea and recognized it as a classic feature in tower defense games. However, it was agreed that the next step should involve designing levels to properly evaluate the flying enemy's effectiveness.
Question 5: What is the next step?
Within the project, the immediate next step is to develop multiple levels that provide opportunities to test the flying enemy's mechanics and create engaging gameplay experiences. By incorporating various enemy types and defenses, these levels will offer a platform to assess the effectiveness and balance of the enraged and flying enemies.
Looking ahead, I have also identified a potential long-term opportunity to add "after-death" effects to enemies. This feature could introduce additional strategic elements, such as exploding or stunning nearby defenses, or even respawning in a zombie-like fashion.
Furthermore, as future events and demonstrations approach, I plan to showcase the enraged and flying enemies, taking advantage of the opportunity to gather feedback and refine their implementation.
As the Hexaguard project progresses, the introduction of the flying enemy injects fresh dynamics into level design and defense strategies. Stay tuned for upcoming updates as we continue to push the boundaries of engaging tower defense gameplay.
[End of devlog]