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An Antimicrobial Resistance-themed Tower Defense.
seen once
Towers/antibiotic dispensers should have special abilities coupled with their attacks:
// active
// passive
Currently, testers have to enter the number of a version to test it. This makes it painful to test out the last one - they have to go through increasing numbers in the urls until the 404.
Towers/antibiotic dispensers should deal different amounts of damage on different types of enemies/different strains of pathogens.
Money is paid but the upgrade is not done. It is possible to try again later but it fails again.
Aim : demonstrate that too many ABs damage the human body, instead of using game mechanics (simulated evolution of pathogens = duplication, mutation, selection).
Life bar: gets reduced every time a pathogen slips through the defences, and for every excess AB. Life bar at 0 = immediate defeat. Life bar low due to AB: resistant enemies on next level / wave.
Resistance bar: the more excess AB is given, the more numerous resistant pathogens will appear in the next level / wave
Use different sprites for the enemies/pathogens
Connect the game to an analytics tool, eg RedMetrics
To fix:
Tips:
To do:
Inner models have a scale > 1.0 which are not applied to the colliders
Buttons menu, pause, retry are not distributed well on the top right corner.
Those classes would be better off being ScriptableObject:
This leads to extreme visual distorsions on enemies
seen once
All bacteria may mutate and HGT their resistance.
Pathogens:
reproduce
are selected with antibiotics having different effects - issue #5 "Towers/antibiotic dispensers abilities"
mutate
one constant number for all attributes
one random number for all attributes
one random number per attribute
mutation induces more resistance
mutation induces more or less resistance, randomly
mutate only:
the more it is mutated, the more it will mutate
visual effects
Bugs:
The user can click o the help button then on game elements to get a 1-step tutorial explaining the game element.
Leads to explain bugs:
May be linked to Time.deltaTime being too big on Android. Will require bigger tolerance on distance from waypoint to trigger movement to next one.
Towers should have a building/deployment time linked to the route of administration:
Uses:
Kind of like a simplified issue #30.
For scenarization and immersion's sake, add animation / game art to set the background of the game.
Indicator of advancement through the wave schedule
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