This is a tower defense style game in which you control a witch with powers to exchange trees by powerful turrets to defend your school in each level.
The game is initially planned to have 15 scenarios and a shop to buy items and upgrades.
Some stages have bosses and in addition the game will feature upgrades and items in the shop to unlock.
Each upgrade done by the user cost a certain amount of potions that are collected during the game, if you save your potions during the game can return to school and swap for other towers (the idea is to release the towers but the basic set: Bow, Cannon and ice tower is to be made available by default).
This game is made entirely by one person (concept art, modeling, and programming). The only area that will probably have the involvement of other participants will be in the sound.
The melting pot-style tower was the last Tower implemented. This tower had a bigger challenge that I needed to win that it's about making the trajectory of projectiles (liquid bubbles which is bubbling and are thrown at enemies).
The problem is do just launching the projectile in the desired path, really was something complex to assemble, but using bezier curves that are fixed at both ends (at the beginning of the path and on the enemy) the projectiles are launched with an excellent accuracy.
Using the concept of bezier curves and a few lines of code (ok, were not so few as well) managed to create the desired path. Next weekend should stay focused on making the projectile hit the enemies and then will begin the second part of the problem because this tower has the feature to change the behavior of the enemies (like for example do they come back in the path rather than following towards the base).
Finally Gets a taste of how was the process at design time and at run time with the path produced, where a cube out of the cylinder to achieve the cylinder B on inofrmada speed and on the angle past through the 4 control points of the bezier curve.