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BigChunkyGames

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A member registered Aug 29, 2019 · View creator page →

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COMPLETED 0.9

*new features*

- update stay indicator

- unit formations

- constructor

- blocks

  - damage enemies

  - don't collide (took a while to decide on this)

  - can capture

- player is now a car

- when a team loses its last hq, destroy all units on that team and set all structures on that team nuetral

- new units

  - artillery

    - rocket moves in parablolic arc

    - rocket faces direction its traveling

    - stops to shoot

    - spawns aoe area

  - spiders!

  - sniper

- bullets go to middle of structures

- when turning off structure, refund unit being built

- changing unit to build resets and refunds

- can change unit structures produce

- (!!!) units stop when attacking instead of always charging into their target

*bugs fixed*

- fix pressing tab in tutorial

- lighting got real messed up (shadow bias of 0 is not allowed)

- unit formation bugs (wowie took longer than the feature implimentation)

- can get stuck in controller menu

- units detector doesnt detect units that started inside

- damage areas now correctly do not friendly fire

- units stop attacking when told to follow sometimes

- make artillery able to capture

*tech debt*

lots of stuff was in 1 big file so i did good programming and broke it into more files

- refactor all structures

- unit detector types

(1 edit)

*features*

- slime

- cave

- replace destination point with flag

- time controls

- lerp zoom in transition so you can see the whole map on map change

- structures can have individual unit state and its on the control card

- strcutres buy units before producing

- put price of production on control card

- can target structures

- can control groups of units

- all teams's money UI

- death particles

- player respawn costs money

- make assault different, less passive

- crates

- destructable rock

- income ui

- cave lighting

- pushing units is too strong, making pushing allys less

*just kinda things you gotta do*

- update controls UI (and zoom)

- handle case where 2 or more selection indicators would be present from shift f on mulitple structures

- handle pause with defeat/victory screen

- raise up player health bar depending on zoom level

*bugs fixed*

- player doesnt die when falling off side the second time

- turret range is weird

- unit heal numbers not showing up

- neutral units stopped being idle

- units dont skip frames initially or else they go wack when staying on start

- turret did not switch targets on player targetting structure

- unit didn't attack nearby enemies when set to stay with q (it was because shift calls the Team setter on units which clears the unit detector list)

- units look at nearby enemies while commanded to attack structure and stop attacking

- units dont always defend after reaching rally point even though the code says they will

- global commands apply to newly spawned units

- units stop following player when player dies

- neutral units dont have gravity and float away lol

- stay point does not go away on unit death or level change

- rally point persists to main menu :P

- zoom grows too far

- die while interacting with building doesn't softlock

- restarting didn't restart game1 timer bug

(6 edits)

What should I prioritize? 

Here is the current  roadmap. Tell me what you want and i'll bump it to the top and work on it next.

todo
- get refund when turning off structure

- new units, artillary

- indicate staying

- destroy all units on hq capture

low impact bugs

- make turret not switch targets to closer structures after player targets structure

polish each level before release

- check that tank cost works with levels

- update difficulty raiting in levelmanager

visual improvements

- make floaty numbers somehow look better being in the same place as the health bar

- rallypoint make nicer dotted line

- player walking particles

- player waves flag animation

- make it so you can see over cliffs

- unit outline through walls

- make city look nicer

- make destructable rocks

![Alt text](image.png)

tech debt

- imported glbs are huge filesize why

feedback

- peopl want more control over units

- people want more decisions
- people want the game to play itself less

- people want more unit variety

- people want hero attack

audio loops

- ambient nature

- heroic music

- intense music when hq under attack

audio sfx

- player take damage

- walking around
- unit take damage

- unit shoot

- unit spawned

- unit died

- land in water doink

- money gained

- structure changed team

- HQ captured victory

- your HQ captured loss

- for each control

  - attack

  - defend

  - come

- look at sign (on indicator change?)

tbd

- should units go to rallypoint and then go to goto point ? or should they only go to the rallypoint?(current)

progression

- save manager

- levels are locked until you beat th eprevious
- story

units

- soldier die animation (remove root motion on death)

- knockback resistance (weight)

- units should attack othe runits on their way to attack strucutre override

campaign ai

- when hq takes damage move all units in range to defend

- handle not pathfinding to impossible to reach places like islands

ui

- status

-- unit count and max per team
-- structure count per team

-- income for enemy team

- options

 - master, sfx, loop, audio sliders

 - checkbox player collides with units? (would allow riding on them but not pushing them)

player

- make player not hideous
- hero active ability

performance

- level transition is laggy why

- restart is laggy

- its much more laggy when lots of units are trying to pathfind to player but cant

- holding shift over a lot of units is laggy because the setter is called each frame

- bake the nav mesh at a better time

bugs

- units detector doesnt detect units that started inside

- level transition map didn't go into water

- player didnt go to right  place after starting level from main menu after finishing last level

- handle team 1 captures team 0 structure a little and then team 2 captures it a little and then its immediately neutral

- hq timer starts before level starts

- structure loader UI wraps around and is on screen when player is north and zoomed in

- strucure loaders overlap

unit bugs

- units will path through rocks (this is on purpose?)

- shift f will cause newly spawned units to go there

feature ideas

- collectables?

- day night cycle

great game undertale quality

This game is fking awesome I love the vibes

I'm so glad you liked it! This is very encouraging :) I made the cannon not fire when you're spamming to skip in the latest version.

yeah thanks for the report, should be fixed now

fixed

whoa nice find. let me fix that r quick

(2 edits)

Hey guys :)

I'd love to hear your ideas for new features or any issues you see.  Here are all of my ideas at the moment.

Features:

- grass

- little creatures to destroy

- more hills

- pause menu / settings

- more stuff in the sky, stars, planets

- chests, more things to run into early game

- day night cycle

- buildings

- make pause also pause audio

Issues:

- prevent single block islands spawning in caves

- if you go too slowly then fast again you can see empty space left

- make jump effect above player when jumping down and also rotate it 180

- first background doesn't despawn

Audio:

- better cannon noise

- better ticking noise

- better coin noise 

- percent going into total earned noise

Performance:

- make it not laggy

They pick up coins

hey i can't unzip the download

Thanks for the feedback! I think you're right about issues with fish blocking each other. I thought it would be interesting for the objects to have colliders to make it feel more realistic clearly issues arise. If I continue working on this project I will either limit the amount of fish or allow them to clip through each other