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schmidem edited this page Sep 13, 2022 · 15 revisions

Introduction

In tower defence games traps are often a method available to player's to damage enemies who path in a certain way. The Trap entity is a method of doing so, and extends the general Entity class.

Traps are an important innovation for the studio as a whole as they provide an alternative structure for players to build. Furthermore, they also provide a unique gameplay experience, where the player is able to judge whether spending gold for a single-use, high damage structure is worthwhile.

Class Design

The Trap entity is a specialised extension of the Entity class. Components have been added which provide the trap a specific amount of Health Points, Damage, and behaviour.

The Trap's specialised behaviour is described in the Component Page.

Current version:

Trojan Horse

Marbles Trap

Spike Trap

Bear Trap

Design Iteration

Trojan Horse

sprint 2 horse

Reference

Marbles Trap

sprint 2 marble

Spike Trap

sprint 2 spike

Bear Trap

sprint 2 spike

User test:

Click here to view User Testing Plan & Sessions

In-Game usage

In this game, traps are used to help further damage an enemy's health if walked on top of. Traps do not affect the health of the Main Character.

Future Expansion

Whilst greater a greater amount of user-testing / research is needed to know where this feature can be expanded, initial discussion with users indicates that the following features are the minimum that is expected:

  • Greater variety / number of unique placeable traps
  • Traps which apply unique status effects (e.g. damage over time / poison effects)
  • Ability to repair / rebuild traps which have already been used

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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