As requested by some playtesters I quickly added an instructions page with the basic controls of the game. It’s not great but hopefully it works. I’ve also been fiddling a lot trying to get the installation commands working and trying the executables on several virtual machines. The game is done and I’m going to ship!
I added a credit scene, and now the project has got to be most definitely ready to ship I need them stardust 😭
Ok, so I actually lied when I said the game was done. I still have a lot of balancing to do, and with this have come some other major changes.
There’s been a lot of progress, I think. The game is pretty much done at this point. What’s left is just to balance the game.
I’ve been kind of behind again, but I think I’ve made some cool stuff.
I’ve been working on 2 major things that look small but are actually pretty big:
I’ve started work on a tower shop. I spent several hours drawing the background, but I think it came out looking really good. It only took so much time, which is why I’m making the log now. I also used a template human model for the merchant. I am going to show the different upgrades on the menu. I haven’t added the buy functionality yet, but that will probably be pretty easy. I got some chill guitar music from opengameart.
A little bit faster progress now.
Progress has been (very) slow but there’s some more new content:
I am very glad stardance got extended! This definitely eases the pressure A LOT
. Bit of a shorter devlog so as to not accidentally pass the 10h deadline. Here are the updates:
Ok, so a lot of progress, though it has been slow because the school year has genuinely driven a train through my productivity:
I did this devlog mostly because I wanted to get a screenshot of (hopefully) six seven hours
, but there has been some progress, even if it’s slow because now I have other things to do
.
I’ve kind of gotten into a slump, mostly because of school, but I think I’m back on track to finish this by the 30th of this month. Though I gotta say, it’s genuinely been slog to work on this now. I think I’m burning out 
Anyway, for the updates:
)Quite a bit of progress!
Lots of progress again! This one was slightly more in the background, as I started a little bit of housekeeping:
It took a while, but there have been some pretty big improvements.
self.scene.game.screen.width which isn’t very pretty. It’ll do, though. I track a variable storing the turret to be placed (None if it’s not in that state) and a variable that stores whether it can be placed. I check for collisions between the path tiles (I knew it would be useful!) and the sprite to check if it can be placed. I also modified the draw function of the turret to make it red or green depending on it.Overall, some very good progress, even if it’s not 100% visible!
I decided to just write the GUI from scratch. This is kind of uncharted territory for me. I tried using pygame_gui but it felt really restrictive and the use of a json file for customization is absurd to me. I made a basic element abstract class so that all elements must have an update and draw method. I then made a button class and a container class. All elements have an ID, and when a button is clicked it sends out a pygame event, which is a feature I did like from pygame_gui. I think I will end up eventually making an UI manager class, as handling the state within the scene is getting clunky and weird.