Been hard at work with the new addition/update of TDTK.
Last week I have shed some light on the new perk system I'm working on. I've since made a huge progress. For now the basic perk system with some preliminary perk type is ready. The basic UI is pretty much done as well. I'm considering adding various setup option to it to support several gameplay format right out of the box. Here's a preview of the perk menu at this point. You may catch a glimpse of what the perk system can do from it. You may also notice that I've added spawn information display. Please note that many of the icon are just place-holder.
Sample PerkMenu via NGUI free |
Sample PerkMenu via default Unity GUI |
Also to accommodate the perk system, I've revamped how the towers and resources management work. The new system will see all the components get access to the same pool of towers prefab and resource type. Say a tower has been added to the database, every BuildManager in every scene should be able to build it automatically. Then each tower prefab can then be enable/disable in BuildManager of each individual level. The resource system works in the same way. Gone the days where you need to configure each ResourceManager in each level just to get the name and icon right. More importantly, you no longer have issue where costs for tower is not compatible with the values of ResourceManager.
Of course modifying these two leads to many other related elements. And while I'm at it, I've also made many tweaks that would make take away many of the tedium when using TDTK. Suffice to say I have reworked most of the kit, for the better of course.
Even at this point, this will be by far the biggest update and addition since TDTK2. And I might just add more stuff before release. Hope you like what you have seen and read so far.