Tesla coil and animation.

This week there has been a lot of none game creating stuff going on :/ But I manage to make some progress anyways. 🙂

The Tesla coil now attacks in a more realistic way. My idea how the tesla coil attack should be programmed turned out like I imagine it. Math is fun kids!
I will also have some kind of cannon later on, that shoots the monster more traditionally, like you have seen before in previous posts.

teslaFastOpt

Upgrades are added to the buildings. The lamp for example, can light up a bigger area but it will then demand more electricity of course. All the buildings will be upgradable later on and a better UI instead of just one “upgrade” button will be used.

You can not longer put a building on water and mines can only be built on a mine tile.

The background tiles can now be animated as well. First out is the mine tile which glimmers so that the player will recognize it and get the idea that it’s special somehow.

animation2

 

Some small bugs are also fixed but I probably introduced some new ones instead. 🙂

Words that you might not understand:

UI: User interface. How the user interacts with the game. It should be obvious for the user that a particular button does what the user thinks it will do and the user should find the wanted action where they think it would be. If this is the case, then it’s a good UI.

Tesla coil: Yes, they are real and exists in real life but I don’t think they can be used as a weapon though. Check it out on Wikipedia.