Comments (14)
Good idea!
from defendo.
I think nobody want to use a weapon at level 1 for shooting; especially when you are at high waves.
from defendo.
Can't the user simply drag the towers to the base to upgrade them? Instead the two-steps of clicking the tower and dragging it to the base?
from defendo.
This is easier: #13
Dragging is an additional step! just tap for buying and your weapon will be upgraded in the base!
For example drag a level 2 cannon to the base then tap on the cannon buy button; now you have a level 3 cannon in the base! tap again and you have a level 4 cannon...
from defendo.
But what if the user is trying to buy a separate turret and it doesn't work because they're actually upgrading the other but don't notice? 🤔
from defendo.
But what if the user is trying to buy a separate turret and it doesn't work because they're actually upgrading the other but don't notice? 🤔
If the turret in the base is not the same you bought or your base is empty, new turret will be spawned in another position.
from defendo.
Hm, I guess then the shop functions to both upgrade and add new ones. Then, simply tapping can upgrade, but dragging still spawn a new one?
from defendo.
Both scenarios use "tap on button".
from defendo.
Not quite:
- Tap:
- If same turret exists in base, upgrade it by 1 level.
- If no turret exists in base, or is a different type, spawn new level 1 one randomly.
- Drag:
- The user always spawns a new level 1 turret, and drags it wherever he wants to.
from defendo.
"Both scenarios" I mean Upgrading and Adding. assume you start the game and you want to build a 5 level cannon; you should drag 6 times by your method! dragging is more expensive than tapping 😄
from defendo.
assume you start the game and you want to build a 5 level cannon
- Drag a tower to the base -> level 1.
- Tap tower -> level 2.
- Tap tower -> level 3.
- Tap tower -> level 4.
- Tap tower -> level 5.
I'm saying both can coexist (tapping and dragging). Not it being dragging only.
In your case, it would be:
- Tap tower
- Drag tower to base
- Tap tower -> level 2…
- And so on
from defendo.
Yes, I'm thinking about this mix too...
from defendo.
Shouldn't be hard. Default behavior is always drag. But maybe, if you drop the tower on the shop item, it behaves like a tap, and acts accordingly. Makes sense?
from defendo.
Not sure if Godot makes it simple to distinguish between dragging or tapping.
from defendo.
Related Issues (20)
- speed up the game HOT 2
- create story HOT 3
- professional graphics
- add LICENSE file HOT 2
- don't show technical details to users HOT 2
- accept donations HOT 2
- only get needed permissions HOT 1
- Only shows white screen HOT 1
- How to add translations? HOT 1
- Save the game HOT 1
- Donate Button in About Screen does Nothing HOT 1
- Tapping and Dragging on Windows Affects Gameplay Objects Underneath
- Turrets and Mines can be Dragged Outside of Gameplay Space and Lost
- Turret Tap and Hold Menus Do Nothing in Old Era HOT 1
- FR: Adaptive icon
- migrate to Godot 3.x HOT 1
- Upgrade all towers of a kind at once
- No saving function HOT 1
- Ondilo and other translations
- Long press to increase number
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from defendo.