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Endless dungeon which modules code#The code we’re going to build in this post is based on one of my contributions to Phaser Labs. This post builds on the idea of static vs dynamic tilemap layers that we talked about last time. If you don’t, you might want to start at the beginning of the series, or continue reading and keep Google, the Phaser tutorial and the Phaser examples & documentation handy. This post will make the most sense if you have some experience with JavaScript (classes, arrow functions & modules), Phaser and the Tiled map editor. These tutorials use the latest version of Phaser (v3.55.2) as of 08/13/21. In the next post in the series, we’ll investigate using Matter.js with tilemaps.īefore we dive in, all the code that goes along with this post is in this repository. Static tilemaps & a Pokémon-style world.If you haven’t checked out the previous posts in the series, here are the links: My favorite method was to explore a floor until I had enough Dust to power a path between the crystal and next elevator, build as many turrets as I could along the way, and hope they slowed the aliens enough so I could get to the elevator before they caught up with me.Tileset and Character by Michele “Buch” Bucelli The most interesting choice at that point is what rooms to power up. I need to bring the crystal and the heroes to the elevator, but picking the crystal up will cause large waves of aliens to spawn in every unpowered room, and unlike waves in the first phase, they won't stop coming until we’re out of there, or dead. ![]() After finding the elevator, it's time for the second phase. The only way to get Dust is by finding it in new rooms, but there's always less Dust than there are rooms, ensuring that a wave of aliens can spawn whenever I open a door. Once they're in there, they'll take care of the rest automatically. Endless dungeon which modules how to#The trick is knowing what room to put the heroes in, and how to prepare those rooms in their favor. Endless dungeon which modules full#I can heal heroes and activate up to two of their special abilities, but that's the full extent of direct combat controls. With a healing module and another that boosts her attacks, she can protect a room by herself from most threats. The zoomed out map view is especially useful in the later, bigger floors.įor example, I gave Elise Ness, a freelance demolitionist in a giant space suit, a big machine gun that deals a lot of damage. There are many different hero and module combinations to experiment with, and I'm much more invested in the characters I'm tower-defending because I customized them myself. ![]() I've seen all these turret types before in other tower defense games, but having a squad on the ground meaningfully recontextualizes that familiar gameplay. ![]() Minor modules house different kinds of turrets. Major modules are mostly for gathering resources: Industry, which I need to build anything, Science for researching upgrades, and Food to heal and level up heroes. If I survive whatever happens after opening a door, I have infinite time to plan my next move.ĭust, a resource that makes the crystal more powerful, lets me provide power to rooms, which ensures aliens don't spawn there, and activates the room's major and minor module slots. If my entire squad or the crystal goes down, it’s game over. Each time I open a door there's a chance I'll find aliens that will immediately attack my squad, defenses, or the crystal. First I have to find the elevator to the next floor, opening one door at a time. ![]()
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