Pyramid Defense
A fun image to look at. I am designing the tiles that will make up the terrain and some of the defensive structures/creatures you can create.
TOB – First Prototype
Here's some stuff I gotta do.
Visual Studio set upSprite loadingSprite animation- Animation description format (txt)
- Animation loading
- Level displaying (tiles)
- Tile description format (txt)
- Level description format (txt)
- Level loading
- Level editor (basic)
- Controller movement
- Collide with level tiles
- Run
- Jump
The tile description format will have a list of the tiles and their component .png files, which will then be referenced in the level description format so that it can be enumerated simply.
The format might look like so (tiles with multiple frames are for a fancy-tile format that I made up):
TileName Frames "path.png"
BrickTiles 9 "tiles/bricks-9-3-3.png"
SmallPlant 1 "tiles/smallplant.png"
The level might look like this:
Tiles "tiles/tiles.txt"
. Background
b BrickTiles
p SmallPlant
EndTiles
Level 30 20
...............
....p.....p...
...bbbbbbb
EndLevel
etc
The animation format will probably look something like this:
Idle frames 0 0 loop 0 // Loops infinite times
Walk frames 10 19 loop 0 // Loops infinite times
Stun frames 20 24 loop 1 // Runs once then stops
Stand frames 25 29 loop 1 // Runs once then stops
The level editor will also need a sort of collision hull editor and way to edit the non-architecture layers, including gameplay cues and monster drops, and so on.
