Week 68 - Life loss Effect, Health Bar Chunking & Unit Wall Effect

This week we worked mostly on in game effects. We have a few things going on in the background but they aren't quite ready to show off. Kiril created two effects this week!

 This is the unit wall! Essentially this wall keeps you from rushing enemy ranged units and it also keeps you from blocking the enemy spawn point. This gives us a space at the top of the screen for ranged combat and enemies to organize correctly.

This is the unit wall! Essentially this wall keeps you from rushing enemy ranged units and it also keeps you from blocking the enemy spawn point. This gives us a space at the top of the screen for ranged combat and enemies to organize correctly.

 kiril created this explosion animation that  plays at the bottom of the screen when you lose a life. If you leak 3 enemies then you will fail the level and get no rewards. On boss levels you are not aloud to leak even a single unit.

kiril created this explosion animation that  plays at the bottom of the screen when you lose a life. If you leak 3 enemies then you will fail the level and get no rewards. On boss levels you are not aloud to leak even a single unit.

 I added this health bar chunking animation to the game this week! I feel like it really highlights what the units current health is and how much damage they are taking without cloging up the screen with a bunch of numbers.

I added this health bar chunking animation to the game this week! I feel like it really highlights what the units current health is and how much damage they are taking without cloging up the screen with a bunch of numbers.

 I also felt like the health bar chunking effect gives you more information about how a units damage pattern is actually taking place. You can see that the rock thrower in the middle actually deals damage at 2 separate times when his rock lands and when it breaks. Also it's more clear that the battering ram on the left is dealing a decaying amount of damage to a whole column of contiguous units.

I also felt like the health bar chunking effect gives you more information about how a units damage pattern is actually taking place. You can see that the rock thrower in the middle actually deals damage at 2 separate times when his rock lands and when it breaks. Also it's more clear that the battering ram on the left is dealing a decaying amount of damage to a whole column of contiguous units.

That's all for this week! Don't hesitate to come by our new discord server and ask questions or just say hi! 
https://discord.gg/CtuNM2J

That's all for this week but check back next Wednesday for more!