MonkeyBusiness

MonkeyBusiness is my take on Glitch Garden. It is a tribute to Lucasarts’ Monkey Island and Sam & Max adventure games.

Once the first level was created I decided to refactor the code so that each level could use the same scene with its content and level-critical parameters loaded through an external JSON source making further level creation less of a hassle. All resources were loaded dynamically at run-time in accordance with the content of the JSON data. Here’s how the first level looks:

      {  
     "level":1,
     "duration":60,
     "audioClipResourceName":"MI2_34-DimensionOfPain",
     "levelPanelManager":{  
        "introImageResouceName":"introoutropanel",
        "introText":"LeChuck is after your booty! Go bananas during the zombie-pirate invasion!",
        "outroImageResouceName":"introoutropanel",
        "outroText":"So he is not giving up? Well here's an idea..."
     },
     "pickupItemsManager":{  
        "pickupItems":[  
           {  
              "prefabName":"Monkey",
              "spawnButton":{  
                 "initialAmount":3,
                 "maxAmount":5
              },
              "spawnedAmount":9,
              "amountPerSpawn":1,
              "distribution":"RIGHT"
           }
        ]
     },
     "spawners":[  
        {  
           "gameObjectName":"Lanes",
           "maxSpawnRate":10,
           "spawn":[  
              {  
                 "prefabName":"LeChuck1",
                 "hitPoints":6,
                 "damage":3,
                 "speed":0.2,
                 "maxSpawnChance":0.01
              }
           ]
        }
     ]
  }

I realized that I could embed a lane into the start scene and have it randomly populated with defenders and attackers to provide a perpetual fight that show-case each unit’s strengths and weaknesses. With the revamped level-architecture in place it was surprisingly easy to pull off.

Features:

  • 10 levels that work on 3 difficulty settings
  • Intro and outro for each level to tie it together in a story-line
  • Difficulty algorithm that scales with level-progression and difficulty setting
  • 4 defenders and 4 attackers all with individual tactical mechanisms
  • Resouces are gained by level progression rather than spawned by a defender
  • 99% reworked graphics and sounds (I kept the grass texture)

Give it a try at MonkeyBusiness at GameBucket.io

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