I am posting this at the start of this week since I don’t know when I am going to stop production to start the evaluation and final video.
First goal this week is to make the unit limiter and mage unit so you have a full hotbar of units that work as intended.
Firstly I realised I forgot to make the summoner enemy actually summon things so I created this.

Which starts in the middle with a loop that picks between 3 units then spawns it at their location and sends a message to them to move.
When they spawn they get the closest location along the spline and add that to the the distance before it starts the same move along spline code as the normal enemies.
I then finished the mage unit which I created but did not implement. This unit will be the last unit I make and enough to fill the hotbar.
For the top path I Implemented burn damage like this:


Which gets the duration of the burn and divides it by 5 so that it runs in ticks instead of immediate damage the caculates the percentage to burn off including the elemental restistance and then applies it.
The lighting summons a projectile with only a Sphere collison inside which runs

I wanted to do some crazy maths or niagra system to make the lightning flash inbetween the targets but its not necessary so im not bothering.
The lighting just collides with the enemies and then depending on the chain amount applies the damage to the correct amount then destroys itself.
I made a win screen that is displayed when the wave code reaches 25 and instead of the start button it creates the widget.


And the buttons

To make the end screen I wanted visuals of the village houses being destroyed.
I then modled a low-poly house

The uvs dont perfectly fill the grid but since im hand drawing the textures I wanted to be able to know what way they are facing.
I then drew this basic texture.

Here it is in unreal:

The code for the loss condition is:



What this does is when a enemy collides with the end box it gets the enemies current health and subtracts it from the houses until the damage is used up. This means it can destroy all the houses immediately or only damage one partially. The map has 100 health split across 10 houses with 10 health.
I thought this was a cool idea so I made it.
When all the houses are killed if the code tries to run again (which it will if the damage is enough to kill the village) if the array is empty it displays the loss screen and allows you to easily go back to the main menu.
I added in sounds for the lightning, fire, income and spawning.

I might have forgotten to mention in other blogs but when a sound had too much empty space I would cut and smooth them in Adobe audition.
As you can see the yellow curve is the volume smooothing down and the white is the selection of audio I would cut out.
Obviously I wouldnt usually cut the part of audio I was smoothing.
However I can’t find any good background music songs and just realised when Im editing the footage I may speed up parts and the song would be distorted so I will just add them in post production.
I also successfully made the 1 hero per type limiter, although I only have one hero made so it just limits that hero to 1 place.
In the placement code I added:



Which locks the placement of new heros when placed and allows placement again when you sell it.
I mashed together a portal material.

I then drew a tiling stone texture.

I had to multiply it in unreal to make it a bit darker.

I then drew currency and essence icons.

I then drew the icons from the placeholder image I randomly stole besides 1 which I will reference in the bibliography.





