![]() ![]() ![]() If that's the case, it would be fair to guess that the game is not tile-based, which would mean that each map is a static image with path data overlaid. Not the typical approach, but given how smooth the enemy motions are, I don't think any of the usual path-finding algorithms were involved. I think the game utilizes predefined paths constructed using Bezier curves (mostly likely quadratic). Its a subtle thing but it does a lot for the game, and its not a feature implemented in a lot of other TD games (if any). One cool thing about Kingdom Rush is that enemy units move on curved paths. However, do you spend a lot of time pre-planning your classes and their relationships before typing any code? If so, do you use UML or other diagrams. I imagine that you start out with the basic mechanics of a TD game and build from there. Aside from Singletons and Factories do you employ any other kinds of design patterns? And if so which ones have proven most useful to you in the course of game development.ģ. What aspect of the project demanded the bulk of those classes? Game logic, asset management, or something else.Ģ. Our suggestion: Read a lot and test, test and TEST different solutions to see what works in every situation, like when to use Object Pooling, when bitmaps, when vectors, etc.etc etc. Yes, but sometimes the improve you gain in performance is not worth it. Have you ever tried forgoing the Display List in favor of using a rendering system that refreshes a BitmapData instance instead? So it depends on the situation, want to keep the game under 20 MB. I noticed that the game employs a mixture of vector and bitmap elements why not go bitmap all the way?īecause sometimes the vectors don't decrease the performance(considerable), and Bitmaps always increase the size in bytes of the swf. Nope, we create our custom tower defense engine, we use only 2 or 3 classes, one for Ellipse calculations, a singleton for Sound Management (we modified this class a bit) and a really great class for PNG transparency called interactivePNG It depends on the situation, for this game we use OO programing.ĭid you employ an open-source framework/toolkit like PBE(Push Button Engine) or did you roll your own? Would you call yourself a procedural or object-oriented programmer? How many custom classes did you end up writing to put this beast of a game together? ![]()
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