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