June 26, 2025
tooo tuff please decrease the difficulty lol
Ok so... I discovered that three.JS isn't exactly what i need. reason is simple. I can't actually make trail in such way so it will fade with time nor change color over time.
So i need to another framework or drawing style at all :p But code of this thing i can remain in repo because why not?
READMe, itch.io demo and everything is ready to be shipped :D.
Video is gameplay footage on good run XD
You can win now :D
Small changes. new turret : Shotgun :p
A lot of fixes and minor changes. Added more wave and new type of enemy, tank. Also i hope i won't burn someones pc with this game lol
You can adjust music volume now :D
Added smooth music transition :p
I am still in process with settings menu but... This is abomination of sh** code like seriosly, i am hyping over the fact that it is alive lol XDDD
Implemented crit damage (finaly), add more buttons and made pause menu
So.. I made this small transition, additional dialog window and decided that i am too lazy to design 2 separate game modes. So i will remain arcade with small introduction what is going on
I asked my friend to play and he said that game is very confusing at the start and you understand nothing what is going on. After that i got briliant idea XD. Make story and arcade mode. Arcade is the game itself why story is mostly tutorial. So i made first dialog (thanks dialogue engine) and i need to glue everything together somehow XD
Small ui fixes :p For some reason health and stats weren't refreshing xd
I usually won't put code into dev logs. But this is exeption. Before this moment level up upgrades were purely luck based. Thanks to Brotato (amazing game btw) level ups won't be so random and you can't win the whole game after first wave (yes it was possible)
Added wave composition. First wave will contain only basic enemies, second only fast with increased spawn rate, third will test player build and fourth introduses heavy enemies and etc..
Added restart
Main problem right now is game balance. It is aswfull. Game is either too dificult or to easy. So.. The way to solve i see is to add more mechanics in order to balance things between themselves XD
Maybe add some cool configs, ik stdout can get very complicated very fast. 3d model rendering?
Character select
I was doing playtest new item as well as some changes and then this happened... It isn't bug or smth but it was a very funny coincidence. Probably i should nerf shop and money in general lol
Many minor changes + improved shop look. anyway shop is still wip
Air strikes!!!! :eagle::eagle::eagle::eagle::eagle::eagle:
P.S gameplay will change on release XDD
Spent quite a while profiling just to realize that i forgot to remove bullets when they are to far away....
Mini turrets :D I think i will make more items with them. Right now they go in pack 3 for 1 XDDD
New turret :D Snowflake
You can buy and reroll stuff in shop now :p
It took quite a while to understand why tooltip hadn't work (mouse_filter) but now we have a new crypto-currency. Pacs :DDD
Added first turret item :D It shoots with you and deals half of your damage
lol, i am happy that i found this bug rn and not later XD
added hp and xp bar
I was translating and glueling stuff.. Also when you level up your stats can have rarity modifier :p (basic,rare,epic,legendary) which will increase stats from them. Also, once again if someone knows how to solve problems with scenes that if they mutually dependent you can't assign into fields please dm me XD
Still translating.. New enemy type, ultra slow (penthagon one) :DD
Still translating... But to add at least something made this shoot direction on main tower :DDD
I am in process of project rewriting on new frame... Meanwhile made this main menu :D It is more or less responsible, i though that it would be a nice feature :p
Okay, now i understood everything. func init() is called before everything, LITERALLY, so inits before resource in game get acces to exported variabels. if you need smth similar you need to implement ready() by yourself. It makes sens, but now i feel so dumb TwT
So.. I was implementing one feature when i once again encountered bug. I tried to implement simple version in test project and it.. worked... So i need to wrerite my project to make it work... Damn ://
Shop is switchable now :p..
fun fact, today i have drank much more tea than water, lol
Shop reroll works :p Obviosly i need to remake shop. Why window is so small? I made it 700x700 for hackclubers who won't have 1920x1080 or bigger. Ig most will have 1020x720 on their laptops so... I just want to :pray: for their souls to get better gear to stop their suffering
More enemy types :p Also added money (left top corner) :D
I though that background is a bit empty.. Now space won't mean literally space XD Accidental setting change :DDD
You can lose now! Also some graphic adjustments :p Why it took so long? My whole codebase is mess :/ Why it is mess? first : skill issue, second : gdscript instead of C# why? No web export for C# :///
You can gain skills via leveling up :D
-- Warning crying text --
I have spent most of time realising that i can't do nested resources as i would do in unity. Godot tries to do circular dependecy magic resolve and it ends up in nulls. So i simplified process and i am going to do it another way :p
You can gain skillpoints and spend them now :D! (sadly it does nothing now)
Spent quite a while on lvling base system and scene swithing
Made basics of stat system... Why it took so long? I wanted to automize enums and some other aspects just so i won't write milions classes or smth like that (evil ig?)
Fun fact, godot _init() is funny and cursed
Made some silly mistakes which i could avoid. Other than that Basic mechanic is done
Bullet heaven game. Epilepsy warning and all symbolic in game is fictional all coincidences are random
Amazing job on making this game... Hoping that you will create much more cooler games using unity in the future...
So... I spent 2 days creating this level :/ It wasn't intentional and time honestly felt much so much longer... I feel tired to this project and i think that's it. I want to end asap. If time looks cursed because it is. It took me half an hour implement and patch simple directional turrets (you can see them in video) and around same time to implement simple jump pads... I think i will make a level or two and that's it. I am sorry for such long reading and such eh... time stretching ig but it wasn't intentional there i am so sorry for that
First time using p5js :D
Warning screen on start. Small tweaks. Spent a lot of time on chessboard shader... I didn't like it but found a solution where i should use it :DD
Lightning shader for accumulator
Radar wave shader
Control is now via C# events. Also turned off HDPR and now perfomance is twice as fast.
Minor camera changes. Twiks to buttons
Some polishing and gameplay change. Bunch of levels with tutorial included. Most of the time i spent on this exit shader... But i am happy with it :DDD
Why I'm switching faster than the channels on TV
I'm black, then I'm white
Basic Movement
Small game about switching colors
Main menu, win screen, some minor changes. It is over... Sadly or happily i am tired of this boring game and i hope next time i will plan game much better to spent less time developing and make it more enjoyable
Restart bugs fixed. Invoke() in Unity is evil. Sometimes it breaks on restarts and object destructions, in cases where it breaks things you are forced to use IEnumerator or any replacement :p. Also spent a lot of time trying different lighthing waves forms and settled on this one [video]
Beatifies, lose condition, speaker, fixes
Black outs, items to hold, generator refuel, code refactoring, limited color palette
Fixed nasty bag with modules turn on/off. Simple switchState function was enough.
Click >:D
Footsteps, first layout of facility
After some debug now there is proper heat, power and module (equipment) system
If you have problems with entry point registration in Vcontainer. You should try this :p
Spent most of time prototyping testing (often scrapping) and wrapping head around VContainer, UI toolkit and other stuff :p
Game for summer of making jam :D
This was widely regarded as a great move by everyone.