Cave Defender Devlog – Week of December 24, 2018

Since January 1st of this year, 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:

  • Did some baked ambient occlusion (blender->texture) for the mission 3 environment (ship hanger) – but the results weren’t what I was looking for, so scrapped it.
  • Still sick. Thinking about how to communicate when debris has ‘spawned’. The storyline is that the debris just flies in, and the ‘special debris’ is due to a particular comet (this is still WIP) – so it’s not like they ‘warp in’ out of nowhere. Maybe the more rare extra special types of debris could, but that doesn’t solve the general case. Maybe some sort of in-world-UI indicators? Or a nearby monitor that displays that kind of information in 2D? Hmm…
  • Continued scoping/estimates document. Still sick.
  • Boxing Day. Continuing scoping/estimates document. Still sick.
  • Christmas Day. Continuing scoping/estimates document. Still sick.
  • It’s my birthday! Continuing scoping/estimates document. Still sick.
  • Started new scoping/estimates document. Instant feeling of anxiety. Still sick.

No media posts this week.


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