How I was able to finish Warrior Defense

As of writing, Warrior Defense is not really finished. Software is never finished. I'm still updating it. I haven't released for iOS yet. Right now, I'm completing a web version. But the game is out there. Some people are probably playing it as you read this. I'm quite proud of that. There's a phrase in the game development … Continue reading How I was able to finish Warrior Defense

Level Design Process of Warrior Defense

I put out a poll on Facebook asking people whether I should write about the level design process; or optimizations done for Warrior Defense. Level design process won. I think it won because I mentioned that I used a genetic algorithm in making levels. Maybe it sounded cool to them, but really, genetic algorithms are … Continue reading Level Design Process of Warrior Defense

Finite State Machine vs Behaviour Tree, A True Story

I needed behaviour trees because I wanted to manage the complexity of the units AI in Warrior Defense which originally used finite state machines (FSM). FSMs are great because they are so simple and intuitive. When they get big, however, they become so complicated. It got to a point where I'm afraid to change the configuration … Continue reading Finite State Machine vs Behaviour Tree, A True Story

Full Screen Map and Miniframes

The updates I'm making are still part of the polishes for possible publisher review. I've changed the level select map to occupy the whole screen. This update is also preparation for the actual map image that is still being drawn by the Robots. The implied additional levels are not yet available. 2D Toolkit's sliced sprites are … Continue reading Full Screen Map and Miniframes