"Boom" Protector
- 11 Devlogs
- 41 Total hours
A literal evolving game.
A literal evolving game.
Devlog #11 for “Boom” protector
I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :)
I also prepared the project for shipping and next post shall be a ship, so see yall there!
This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Devlog #10 for “Boom” Protector
As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes:
This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Devlog #9 for “Boom” protector
Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one:
This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Devlog #8 for “Boom” protector
I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit!
Devlog #7 for “Boom” protector
Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could.
The main two most important bugs I patched were:
Devlog #6 for “Boom” Protector
Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen.
Outside the UI I also patched out a lots and lots of various bugs.
Also an ambient music track to play in the bg to shift up the mood quite a bit.
To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io. In order to match these new changes I’ve updated the projects information.
If you find this game just a little curious be sure to follow!
Devlog #5 for Evolution game
So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey?
Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages.
To top it all off I also added range for towers, just forgot to log these changes, so they’re now all in this one big chunk together.
Devlog #4 for Evolution game
Since last time I added added working shop items, the entire tower placement system, auto price writing to the label and also a few bugfixes.
Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this.
Devlog #3 for Evolution game
It’s been another while, thus it’s time to report. As of this time I added in first and basic test shop UI that gets shown at the right time and can be updated through scripts quite easily.
Enemies now also despawn when they reach the end, as well as the projectiles to prevent lag over time.
Along these I made some several smaller changes, but these are not all that important to mention here.
Devlog #2 for Evolution game
Since last time quite some changes have been made, such as adding the first test tower with working aim and projectiles that actually damage the enemies and will pick the “first” enemy.
I also added Hp to the player and enemies now actually damage you if you let them pass.
That’s about it for this devlog, maybe cya another time.
Devlog #1 for Evolution game
Alrighty, this is a new project, so I had to spend quite a bit of time setting basic things, such as dependencies and required plugins up. Outside that I also made the github repo for the project, as well as set it up here on stardance.
In this time I also managed to make the test enemy, test map with working spline and a pretty simple, yet working wave system** with a very intuitive unity ui to make the waves (which work) and things like spawning a certain amount of enemies nice and easy.
I think that is about it for this one, be sure to stick around by following if you find this interesting and maybe cya sometime.