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Reclaim - A 3D extraction tower defence

  • 17 Devlogs
  • 145 Total hours

I am making a 3D extraction tower defence. You are a cube that has been sent to a planet that has been overrun with spheres. Deploy into sectors clear waves of enemies to make a stronger defence, and hold out until you can't. Extract back to your ship with some resources used to craft items, research blueprints, convert them into "cubits" to develop your arsenal. Slowly reclaiming the planet. This is also for my school project

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6h 23m 19s logged

Devlog #18

I am so back we are locked in everyone that in reading this WE are locked in. Brand new queueing system, full remote island enemy spawning pattern. ZERO balencing there are still a lot of issues but expect me to put in a lot of hours when im suppose to be studying for exams Love you all and the song im listening to right now is “Better Off Alone - Mckyyy”

Thing 2

Major refactor to the building logic because I was just looking at the build_handeling function and it was like 140 lines so i put it into a bunch of helper functions. My OCD/perfectionism goes hard. like m… calm down i don’t know why I am literally.

Thing 3

Yea I know i said I’d ship b4 but i need to get the council authorization done hopefully in the next week. GG all I am feeling unnecessary ecstatic bout to do a front lever.

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8h 18m 19s logged

devlog #16
Completely changed spawning mechanics to be extremely customizable, added pickup notifications in the bottom right, added 4 other types of enemies. next work on Wave/Run ui and Tutorial and council authorization. also played around with some ai generated textures. all code is written by me not assets.

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2h 38m 41s logged

Devlog #15
Just push a playable ish version to the itch page please brutally critque it in the comment section if you are bothered. then after i pushed it made alot of the item assets. tweaked some spawning and then pushed it back to itch. I will ship this MVP and start a new project. did hella bug fix’s and code robustness (is that even a word)

What you can do
walk around, shoot enemies, craft, extract, build up ship storage, access all craftable items in the game

What you can’t do
the game dosn’t save or load any persistant data but there will be in the future, drop down to the sector with ship resources.

Future plans
Add saveing and loading, deploy UI, Tutorial, Council Authroisatoin (persistant upgrades), modules, revamp enemy spawning logic, and more

here is the itch link
https://silverkeybord.itch.io/reclaim

tutorial
drop down to the sector, kill enemies, get one plate, craft 2 basic material, craft one single turret then get more.

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16h 10m 59s logged

Devlog 13, 14#
omg i forgot to post devlog 13 so this is kinda both. a lot of polishing done to gameplay and implementing animations to make the game more fun. making it easier to start with lower enemy health. shield fix’s, extraction preset are fully working and items are now taken back to the ship. just a little more balencing and ill have a playable base game posted on itch for devlog 15# wooo. not bothered to record a video of the animations in this devlog here is a screen shot though

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9h 40m 30s logged

Devlog #12
Extraction UI mostly implemented just need to work on the preset buttons. but it looks really nice. the sector shield got a shader and the extraction UI animation works. somthing is currenly broken. planning to have a fully working mvp by next week should be able to ship : ).

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3h 39m 27s logged

Devlog #11. i dont know how to write on new lines when i press enter it dosn’t do anything so thats why this is all on one line can somone tell me how to format these post thanks. working on extraction ui. just added the changing colors to the extraction limit bar in the middle the left screen shot is in figma and then i put it into godot. i probably have like 4 hours of planning and iterating on the design of the extraction UI so thats why this dev log only has 3 hours. idk what im typing so yea. have a nice day.

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