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TIGSource ForumsCommunityDevLogsGrave Complex - Mobile Survival / Tower Defense Fusion
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BeardLogic
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« Reply #60 on: March 02, 2019, 11:48:44 AM »

The biggest visual change I have to show this week is that addition of rivers.  I've also added a very needed UI feature: stack splitting.





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« Reply #61 on: March 09, 2019, 12:30:12 PM »

Started work on random building generation.  The plan is to make these interesting areas that will provide unique loot and a different experience from chopping down trees.



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« Reply #62 on: March 16, 2019, 10:17:49 AM »

Added a new zombie variant and changed up how spikes work.  Currently working on improving the pathing behaviour and efficiency of the pathing system.





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« Reply #63 on: March 23, 2019, 12:16:15 PM »

Updated the riot shield zombie's animations and added some cool new item stat variations.  The item variations will improve as your luck or crafting improve.





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« Reply #64 on: March 30, 2019, 07:10:19 PM »

Took me the week but here's a new zombie!  If I was more proficient with modelling tools I might have been able to do this quicker but I think it turned out quite well.





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« Reply #65 on: April 06, 2019, 02:12:35 PM »

At this stage I'm really adding in a bunch of new content.  As such I've added several more assets this week!





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« Reply #66 on: April 13, 2019, 06:42:39 PM »

The seen: Created a quest UI
The unseen: Started optimizations to the pathing system





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« Reply #67 on: April 20, 2019, 09:31:30 AM »

Dev Log:
Seen: New map feature added.
Not seen: Finished the majority of optimization for the path finding algorithm.

Both needs a little more TLC, but they're close!




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« Reply #68 on: April 27, 2019, 10:56:06 AM »

I did a bit of work on polishing combat this week.  Including animation updates and improved attack feel on hit.  I also started converting the old UI to the new one. 





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« Reply #69 on: May 04, 2019, 09:34:50 AM »

The seen:
-Updated (most) of the UI to the new version. 
-Further animation improvements

The Unseen:
-Questing system is getting close to being functional





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« Reply #70 on: May 11, 2019, 07:43:52 AM »

The Seen:
-Questing cycles can now be completed! 
-Added some new UI elements to support this.

The Unseen:
- Started to rework the build UX.  Should be able to show this off next week.





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« Reply #71 on: May 18, 2019, 08:18:48 AM »

Nearly completed work on the new build UX.  Still a couple QOL updates I would like to add but it's far better than it was!






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« Reply #72 on: May 25, 2019, 10:09:56 AM »

Added a new zombie this week.  Likely be the last before the beta build.





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« Reply #73 on: June 01, 2019, 08:42:53 AM »

The seen: Added a whole new set of armor. 

The unseen (Lots on the go):
- Working on finalizing the map features
- Updating drop table mechanics
- Adding fun water effects
- Adding more quest types





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« Reply #74 on: June 08, 2019, 12:10:04 PM »

The Seen:
- Compass has replaced the mini-map
- Only explored areas can be seen on the map now
- Way-points and quests can be tracked via the compass / map

The Unseen:
- Started visual update to build queue
- Various minor bug fixes






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« Reply #75 on: June 15, 2019, 05:26:21 PM »

I typically like to have something 'finished' to show off each week but I wasn't able to quite do that this time.  I've been working on finalizing a number of systems so I'm juggling a bunch of tasks right now.  So I decided to show off a couple of half finished tasks... that comes out to a fully finished task right?





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« Reply #76 on: June 22, 2019, 11:50:33 AM »

The Seen:
- When zombies die they now transition into corpses!
- Houses now have rooms with specialized assets for each room

The Unseen
- Partial rework of the zombie spawning system
- Foundation work for new tower defense mechanics





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« Reply #77 on: June 29, 2019, 09:40:30 AM »

I've added a number of override mechanisms for zombie pathing to enable better tower defense play.  Heat vents and Secondary targets (Other people or meteorites).





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« Reply #78 on: July 06, 2019, 07:14:14 PM »

This week: Improvements to the combat system and bug fixes.





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« Reply #79 on: July 13, 2019, 11:55:22 AM »

This week I added new bow mechanics and animations.  Using ranged weapons will require a little more skill now but overall it seems more fun.

I've also been busy fixing bugs and trying to get the game ready for a testable version.





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