Cave Defender Devlog – Week of July 9, 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:

  • Posted screenshot saturday. Added the batteries to the WIP endless level, fixed up some issues with them in the mission 3 level as well.
  • More iteration on the battery texture.
  • Posted on social media. Got an initial texture set up for the battery – still not happy with it, will have to brainstorm more ways to make it interesting. Will try animating the ‘core’ as well..
  • Finally made a ‘battery’ model – for endless mode and other missions where you aren’t defending miners. Put them into mission 3.
  • Posted on social media. First pass complete – designed the last wave of debris, and fixed an issue where the dynamic ‘your stuff is under attack’-type events were not being turned off properly during the end sequence.
  • More mission 1 scripting, did a quick playthrough, more waves designed. Almost done with the first pass of this mission.
  • Added functionality to enabled/disable the miner animations, since the narrative called for them to not be active as soon as a mission starts. More mission 1 timing, designed the second debris wave for it too. Also did some teleporter platform layout tweaks for mission 3.

Media posts this week:

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