Cave Defender Devlog – Week of December 24, 2018
Since January 1st of this year, I’ve been keeping a log of my daily work on Cave Defender. I’m sharing this log on a weekly basis so you can find out how development is going with the game. In the last week I:
- Did some baked ambient occlusion (blender->texture) for the mission 3 environment (ship hanger) - but the results weren’t what I was looking for, so scrapped it.
- Still sick. Thinking about how to communicate when debris has ‘spawned’. The storyline is that the debris just flies in, and the ‘special debris’ is due to a particular comet (this is still WIP) - so it’s not like they ‘warp in’ out of nowhere. Maybe the more rare extra special types of debris could, but that doesn’t solve the general case. Maybe some sort of in-world-UI indicators? Or a nearby monitor that displays that kind of information in 2D? Hmm…
- Continued scoping/estimates document. Still sick.
- Boxing Day. Continuing scoping/estimates document. Still sick.
- Christmas Day. Continuing scoping/estimates document. Still sick.
- It’s my birthday! Continuing scoping/estimates document. Still sick.
- Started new scoping/estimates document. Instant feeling of anxiety. Still sick.
No media posts this week.
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