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)
- Information that needs to be communicated:
- 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.
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