Line of Sight
01/05/2010 by Michael Austin
Line of sight started out actually as more of a problem than a feature.
We didn't really think about it until an early version of our game where
the shooting-through-other-towers looked really awful. You don't really
notice it until you try to do realistic graphics, and then your brain
goes "That's wrong!"
really helped us tune them down. We tried to pick a subset of the
towers such that each one was different and unique, and could be the
best tower in a specific situation. I like, for instance, how line of
sight affects the cannon-gun tradeoff. Guns need line of sight to be
effective, since they are shooting constantly and any down time is bad.
Since cannons are on a long cooldown, they can shoot the instant line of
sight is available, and it actually doesn't hurt them that much. It
leads to a natural "back row"-"front row" thing.
I grew to love it when I realized what a difference it makes for tower
placement- when you have to consider your future plans for areas,
there's a new depth of strategy. Suddenly in that clump of 4 towers
right by two paths, they aren't all equal- there's a reason to pick, and
the trade-offs are different for each tower. It was definitely a case
where a problem turned into (what I think is) really fun gameplay!