Sexy blacksmith! She’ll upgrade your towers and help me market the game.
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They don’t seem to group up when I’m watching them…
I just moved somethings around and maybe that fixed whatever the bunching up problem was? Testing more today, but that type of nebulous solution never feels good haha.
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Fixed the frame rate drops! I moved attack triggers from process funcs to frame dependants ones.
Main bugs worked out, but just discovered this new one: about a dozen or so random zombies decided to group up for no reason?
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Optimisation feels strong! Could be a little better, but with “everything on”, it could be worse!
Slight bug with only some
Spawn points making boss zombies/ not the correct amount.
It’s weirder that it’s half working.
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Testing frame rate drops at full zombie mode:
It’s getting better, and this is the worst of it so that’s not terrible….
But things are mostly debugged and I’m focusing on optimisation now!
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Updated the Steam page with new screenshots and the first trailer!
store.steampowered.com/app/3715010/...
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Making the trailer!
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Got the data transfer from the steam deck to my phone working!
Also testing: a small bug with the new peasants, and slight frame rate drops when enemies at full capacity, but otherwise good!
Working on the trailer today.
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Hit it to get a gem!
I needed some “higher value” chests for later game rewards. I can also control the gem level dropped.
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Testing the persistent world while working on the rescued peasants when finding the knight!
Also added sounds for the remaining elements, ghosts, and zombie (deaths)!
And fixing quest counter bugs (when done out of order)
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Recording more sound effects!
Plant and lightning attacks have sound now! The slimes death pop sound is now different!
There’s construction outside, and nyc is never really quiet, so recording is, as always, a nightmare.
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Testing connecting the game to a big screen for the next stage of public play tests!
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Inventory and sockets/gem system completely debugged!!
Testing the rings/ gems and how they all stack together with the regular skill tree; everything seems to be happy!
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I’ve debugged the inventory and gem system! Some parts were built at different times and some windows weren’t closing when equipping items.
I also made the direction arrow more noticeable/ disappear when aiming the bow.
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Animated the beholder!
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Little guys to spawn from the beholder!
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There was some confusion with the skill tree and the unlock system.
I’ve cleaned up and rearranged the text, and added colours to signify things better.
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Working on some new enemies, mainly as procrastination from some debugging I should be working on.
Beholder! I think I’ll have an rng that either destroys eyes on attack, or pops the body and spawns floating eye enemies.
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Playtest showed some confusion when the “choose new tower” window was open and the player wanted to construct a partially complete tower.
Made it automatically close when entering the build zone.
Small details!
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So my code isn’t clean at all, but this IS the second thing I’ve ever coded and I feel like I finally have my head around it.
If I could go back, this would be SO organised! Practice is the only way to improve.
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Working in some later game music.
I was originally thinking of tying music to unlocking characters, but I think it’ll actually make more sense to just tie the music change to the level count.
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Key frames for light/ heavy melee attacks!
I had just done it kinda blind for the ranger, and then I had to go back in and fix up the animations to fit the collision shapes;
Having them to begin with is very helpful.
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Other directions!
Walking animations are palette swaps of the villager, and then I can use that as a base to change to match new characters.
Renewed care and attention makes better sprites than when I was drained last time!
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Key frames for attack animations done, working on the “in between” frames!
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Flying animations!
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Ok trying to get back to work!
Walking animations, running animations will be floating/ flying!
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YESSSS!!!!! Got it working and it runs perfectly!!!
Man, I hate backend uploading things. It never goes as smoothly as I’d like.
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Alright! Getting around to making the demo page!
I’ve also gotten myself a steamdeck, so looking forward to testing it on that!
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Testing and optimisation! Seeing some frame rate drops here, but there are a few hundred zombies, and once you kill a few, it drops back down…
Cleaning up some code; ideally I want about 2-3 times this many. But close!
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Death animations added! Debugging the whole death and reload section as well
Button mashing/ multihit deaths were setting off some triggers early; adding “restartunlocked” bool and turning off collisions on death fixed it.
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