Posted April 11, 2018 by RobodudeGames
I have implemented a level selector for the one other level that is currently in. I have also added main base structures which function as a spawner, a node, and a turret all in one. In the future it will be set that the destruction of the main base triggers victory rather than destroying all enemy bases. I feel like the trap is not fitting with what the theme of the rest of the game is and will probably change it from an anvil to an explosion. Current build has the AI building on top of his main base, Ill probably fix that in my next session.