Journal Entry 10


Date: 22.5.2025

Activity:

  • Implemented weighted Spawning & WaveManager for endless waves
  • Added multiple Enemy types (Normal, Tank, Fast, Healer) with unique stats

  • Introduced path variance so enemies don’t follow identical lines

  • Built HealthBar prefab that appears on first damage and follows enemies

  • Created CreditUI, extended BuildManager, and Placement scripts turret building

  • Developed TurretBehaviour hierarchy (Normal, Splash, Slow Aura, Damage Aura) with XP & upgrade systems

  • Crafted in-world TowerPopupPanel UI (stats, upgrades, abilities) and RangeVisualizer circles

  • Wrote and wired Main Menu + Game Over UI flows with pause, restart, credits, controls

  • Polished projectiles: emissive sphere & mortar shell prefabs with TrailRenderer and Particle FX on impact

  • Added global Cell-Pixel-Outline post-process shader for a unified cartoon-pixel look

  • Hooked up “eyes” scripts—both turrets and the Brain now track nearest enemies with yaw caps

Notes:

Core game loop is rock-solid: enemies spawn, follow waypoints, towers fire and earn XP/credits, and the Brain health/UI updates correctly. Map editing and grid placement work, though UX could be smoother. Turret targeting now respects range. Our in-world pop-up UI lets you inspect and upgrade individual towers on the fly.

The development led me to learn new things, it was sort of small gamejam in itself, because I really had time this last week (also deadlines are the best motivation for me). I am happy with the state of the game, but also see space for improvement and more content.

Invested hours:

16 hours

Outcome:

Game in presentable state.

Progress Overview:

Like in last devlog, but all is completed.


Activity:

Trailer creation

Notes:

Got to work in DaVinci after a long time. The proccess was quite nice, sounds do a lot I found.

Invested hours:

1.5 hours

Files

Phase4.zip Play in browser
13 days ago
Phase3.zip 10 MB
13 days ago

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