Battle scene
There are two towers. One belongs to a player and the other one - to his opponent. Both spawn troops, which fight each other.
- The first player’s tower health
- Opponent’s tower health
- Upgrade player’s tower energy info
- “Upgrade energy” button
- Player’s gold balance
- Character (spawned by the player)
- Minimap
- The player’s tower
- “Spawn player’s troops” button
Energy mechanics:
There’s an energy that a player uses to spawn troops (archers, spearmen, or hammermen).
It grows continuously to the maximum value that can be increased by increasing the energy level (there has to be a config for this) by tapping the Upgrade energy button (4).
The energy grows continuously; every frame of points that are added to the progress bar has to be configured.
The maximum energy value increases by increasing the maximum energy level
Gold mechanics:
Every time the opponent’s troop dies, the player gains some amount of gold (there must be configs for different characters)
Minimap:
Displays the player’s and opponent’s troops on a small map
Tower:
The tower has a health level and can be damaged. Once the tower’s health level is lower than a certain point of health, the tower’s sprite changes.The tower has a health level and can be damaged. Once the tower’s health level is lower than a certain point of health, the tower’s sprite changes.
Tower settings:
Health - the number of points that represent the tower’s health
Max energy - the number of the max energy points
Energy cooldown - the amount of energy that is being filled up with every frame added to the energy value
Upgrade steps - steps of upgrade energy mechanics
User case: the user starts with a maximum energy of 200 points, and upgrades it with steps [0.25, 0.5, 0.75, 1.0]
Spawning Characters Mechanics:
- the user has to have enough energy
- the cooldown must be equal to zerod
The cooldown is the time since the last time this type of character was spawned.
Spawn Character Button:
Cooldown equals zero, and the user has enough energy;
Cooldown is more than zero and less than one; the user doesn’t have enough energy;
Cooldown equals zero, but the user doesn’t have enough energy.
Character settings:
Move forward speed -the speed of a character;
Distance to attack - the distance where a character starts to attack;
Damage -the amount of damage that the opponent’s character receives
Health - points of character’s health;
Cost -the price of spawning a character in energy points;
Cooldown -the time of waiting before spawning another character.