Journal Entry 10
Date: 22.5.2025
Activity:
- Implemented weighted Spawning & WaveManager for endless waves
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Added multiple Enemy types (Normal, Tank, Fast, Healer) with unique stats
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Introduced path variance so enemies don’t follow identical lines
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Built HealthBar prefab that appears on first damage and follows enemies
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Created CreditUI, extended BuildManager, and Placement scripts turret building
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Developed TurretBehaviour hierarchy (Normal, Splash, Slow Aura, Damage Aura) with XP & upgrade systems
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Crafted in-world TowerPopupPanel UI (stats, upgrades, abilities) and RangeVisualizer circles
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Wrote and wired Main Menu + Game Over UI flows with pause, restart, credits, controls
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Polished projectiles: emissive sphere & mortar shell prefabs with TrailRenderer and Particle FX on impact
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Added global Cell-Pixel-Outline post-process shader for a unified cartoon-pixel look
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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
Get Project C
Project C
Tower defense game with brain health theme
Status | In development |
Author | kosaak |
Genre | Strategy |
More posts
- Journal Entry 926 days ago
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