Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

thanks, glad you liked it.  


I originally did a homemade navigation, then scrapped it and went with navagent2d.  For whatever reason that completely bugged out the HTML5 release.  Who knows.  I tried to get NavigationAgent2D implemented on the last day, but it never seemed much better than the one I had originally built. Probably some settings I needed to tweek.

I was working on independent unit selection, and double click to select all of the same type of units, but could not get the "mouse entered" signal on my units. Like no idea what UI element was preventing it, but after an hour or so struggling with it I moved on to get a release out.


Didnt even notice the sound, thanks for letting me know. 

Yeah when I got to play test it was much easier scrolling with wasd than with the mouse.  


Rally points / setting a location for units to go to from the building was cut due to time.  Will put them in if I ever work more on it.  Also cut was repairing units and buildings, building new buildings, power plants (ended up just using them for decoration) and heat sinks (was going to have a temperature system where you built heat while building units, and had to build structures that would bleed off the heat so you could keep building.. idk)


I will probably pick this back up after a while (hopefully fix the HTML5 bug so it's not a pain to play). But thanks for the input, and thanks for playing!

Oh man, I sat maybe an hour or two struggling with the damn fade-to-black canvas stealing mouse input in menu. In the end I found a post online about debugger ->  misc. There it says which widget got the input. Very handy

Sorry to hear about webgl build not working as in editor. I had some issues with 3d navigation until i added lots of margin. Then things hopefully(?) stopped getting stuck everywhere.

Omg I read something about that a while back and then completely blanked on it!  Totally would have helped!