这是一篇新西兰的unity塔防游戏,含报告程序代写
Assumption:
Scene pathway starts from left extreme and ends at right extreme. The description below is based on this assumption. It is possible to have multiple entrance paths on the left extreme and/or multiple exit paths on the right extreme. If multiple paths are designed in the map, then by using random number, each enemy object can decide which location it is going to spawn from and/or exit to.
With multiple paths, they must join into one and can split later. This would allow the player to deploy towers on the junction and play strategically.
Level:
Each level also consists of nine waves.
Towers:
Towers provide support for the player. Their fire only damages the enemies and not the towers or other structures. They can only be placed at pre-defined marked locations. Player has the choice of populating these locations, based on a currency which is collected by destroying enemies over time.
A scene can consist of any number of installed towers (chosen by the player during the level).
Towers can be sold for half the purchase cost. Each tower is activated when the enemy is within their radius-of-interest. Few examples of towers are,
- Watch tower can have the ability to slow down all enemy’s speed in its radius. This can be replaced by a tower of your choice if you have planned something different. Instead of deducting speed points, use a percentage computation. For example, if the speed was 10 by default, but in the tower’s radius the speed reduces by 50 percent, leading to enemy’s speed of 5 instead of 10.
- Canon towers has an ability to damage multiple enemies in one hit. But canon’s fire frequency is slower than ballista tower.
- Ballista tower is faster but only damages one enemy object per hit.
- Confusing the enemy to move in the opposite direction for 3 seconds.
When any of the tower is deployed, or selected, a circle around it is rendered to indicate its region of interest. This would allow a player to plan and place towers strategically.
Wave:
Per wave there are gang of six similar enemy characters trying to cross the terrain. Each next wave consists of stronger, or faster enemy characters. Their strength can be visually represented by their increased size (and them being able to survive after taking more damage).
Enemy:
An enemy enters the scene in walk animation. Enemy belonging to first wave can receive 3 hits from a ballista tower (or 2 hits from canon tower) before dying. The dying has the fall animation after which the enemy object should disappear, and its AI is deactivated. Health of each enemy object is represented by its health bar which is only visible when it is receiving damage. Enemy cannot attack towers.
Magical locations for Towers:
Each level/map consists of some random magical locations. These should be illustrated to the player with unique symbols on random locations. There are 3 magical abilities expected in each level,consisting of,
- Increasing the radius of tower by 20 percent. A circle in the scene should indicate how the radius increases from default to 20 percent increased.
- Increasing the damage caused by tower by 20 percent. For example, if the ballista tower’s single hit by default was causing a damage of 100, with this magical location, it would cause a damage of 12 canon tower’s single hit by default was causing a damage of 150, with this magical location, it would cause a damage of 180
- Increasing the fire speed of towers by 20 percent
Wave’s structure
Wave’s structure in a level is indicated in the table below. Note that A, B and C are unique enemy assets. And Boss asset is different from A, B and C assets.
If you are working in a group of 2, then A, B, and C can be the same in both the levels. However,each level should consist of a unique Boss asset.
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