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(4 edits) (+1)

Devlog #1

So I was sitting there yesterday, eating grandma's pierogi and decided that i need a plan for an MVP. A fun game to play which i can make in maximum 7 days, so i can spend the rest  of the time on the visuals and artistic side of the game. I have to keep it even simpler.  The Idea i came up with was:

  • We see the game through an isometric topdown view like in old strategy or rpg games.
  • The player can move the camera around and place buildings if he has enough ressources and if other prerequisites are met.
  •  Buildings need to be constructed by workers,, i dont know where they will come from so far, probably the will come out of the base.
  • There is a base, which you need to defend from enemies, if it gets destroyed, the game is over
  • There are buildings which are responsible for the defense of your base, like towers
  • There are harvester buildings - buildings which give you certain ressources over time  (they have small workers venturing out to gather the ressources)
  • And of course there are enemies which try to destroy your base
  • to sum up i stick with strategy only for my MVP. If everything goes well and theres still time left, I will ad the action element in form of a character which you can control in 3rd person mode - to take part in the fighting on the battlefield

Progress so far

On day one the foundations for the building system were laid. I decided to make a building placement that gives the player more freedom than most tower defense games. The building placement system is grid based. It checks if there are no collisions with other objects in the game world and places buildings. There are no construction workers yet, so the buildings in the gif get constructed by a pressing a key:

Today, on day two, ressources were added. Now we need ressources to build buildings. IN this gif one cylinder costs 10 orange thingis

Now it gets more difficult because i do not know how to design the different building types in code. I will try to lean more about scriptable objects in Unity, because they seem to be good for this purpose.


Sorry for the poor gif quality, i will correct them if i get the hang out of ScreenToGif and compression