Cave Defender Devlog – Week of April 22, 2019

Since January 1st of 2018, I’ve been keeping a log of my daily work on Cave Defender. I’m sharing this log on a weekly basis so you can find out how development is going with the game. In the last week I:

  • Resized the canvas for the UI on the ‘energy display panel’ that needs a redesign.
    • Information that needs to be communicated:
      • Current amount of resources for building things
      • Rate of charging of resources
      • Remaining time/# of enemies
      • Time until next wave
      • State of mission completion (singularity engine charging)
  • Discussed about the deliverables of this milestone with Olya, decided against adding ‘pick up/collect stuff that comes out of destroyed debris’, as well as additional complexity with resource management. Going to stick with: available resources increase over time. No defense repair.
  • Listed out required assets for briefing animations (meshes, animations) Fixed clinger debris not being targetable.

No media posts this week.

 

If you’re interested in getting updates on the game, especially when it is released, please sign up at www.cavedefender.com 🙏

Posted in news Tagged with: , ,