Posted May 22, 2025 by kosaak
Date: 22.5.2025
Activity:
Added multiple Enemy types (Normal, Tank, Fast, Healer) with unique stats
Introduced path variance so enemies don’t follow identical lines
Built HealthBar prefab that appears on first damage and follows enemies
Created CreditUI, extended BuildManager, and Placement scripts turret building
Developed TurretBehaviour hierarchy (Normal, Splash, Slow Aura, Damage Aura) with XP & upgrade systems
Crafted in-world TowerPopupPanel UI (stats, upgrades, abilities) and RangeVisualizer circles
Wrote and wired Main Menu + Game Over UI flows with pause, restart, credits, controls
Polished projectiles: emissive sphere & mortar shell prefabs with TrailRenderer and Particle FX on impact
Added global Cell-Pixel-Outline post-process shader for a unified cartoon-pixel look
Hooked up “eyes” scripts—both turrets and the Brain now track nearest enemies with yaw caps
Notes:
Core game loop is rock-solid: enemies spawn, follow waypoints, towers fire and earn XP/credits, and the Brain health/UI updates correctly. Map editing and grid placement work, though UX could be smoother. Turret targeting now respects range. Our in-world pop-up UI lets you inspect and upgrade individual towers on the fly.
The development led me to learn new things, it was sort of small gamejam in itself, because I really had time this last week (also deadlines are the best motivation for me). I am happy with the state of the game, but also see space for improvement and more content.
Invested hours:
16 hours
Outcome:
Game in presentable state.
Progress Overview:
Like in last devlog, but all is completed.
Activity:
Trailer creation
Notes:
Got to work in DaVinci after a long time. The proccess was quite nice, sounds do a lot I found.
Invested hours:
1.5 hours