Cave Defender Devlog – Week of February 5, 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:

  • Worked on transitioning between wireframe -> ‘moon’ env for tutorial. (fading) Did that, took video for #screenshotsaturday
  • Tweaked the moon env texturing/lighting, and finished a debug ‘hold button to fast forward’ feature.
  • Worked on debris movement (targeting).
  • Worked on the tutorial script.
  • Posted a throwback-thursday social media post about what Cave Defender looked a year ago.
  • Adjusted defense building UI timings.
  • Moved some teleporters around in the tutorial level.
  • Iterated on the tutorial script.
  • Got debris colliding and doing damage (just a start)
  • Poked around trying to figure out how I am going to fade between the wireframe environment and normal environment for the tutorial. After a lot of investigation, it seems like I’d need to switch to the Unity 5 unified shader, which probably won’t perform well on mobile, and there are some caveats when I need to alpha-blend…so I will try a simple full screen fade out/swap mesh/fade in instead. Still need to script/time out the tutorial before I do more in-game work.
  • Rescaled the stars skybox – will need to try it in-headset to see how they look now. 
  • Rescaled the tutorial environment a bit, aligned and reduced the number of teleporter pads and miners.
  • Posted a wireframe of the shield unit.
  • Got wireframe, making ‘moon-like’ surface now. Both in-game..not easy to fade between, but I’ll figure out some kind of transition. Also need to make them a little taller maybe? Or move the teleporters in the scene further down. In general I need to reduce the # of teleporters since it’s a tutorial.
  • Working on weekly devlog post and posted it.
  • Made a to-do list to tackle specifically for the tutorial mission.

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