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TIGSource ForumsCommunityDevLogsGrave Complex - Mobile Survival / Tower Defense Fusion
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BeardLogic
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« Reply #80 on: July 20, 2019, 08:33:43 AM »

This week:
- Added Hammer
- Updated the rifle animations (and others)
- Updated the UX (Build UI / Repairs)





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« Reply #81 on: August 03, 2019, 09:41:14 PM »

Small update this week:
The trader now has items... and he'll even sell them!  Also purchases items.





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« Reply #82 on: August 10, 2019, 12:47:08 PM »

The seen:
-Added a necessary features this week, the growth system for trees/crops

The unseen:
-Lots of bug fixes
-Fundamental change to the save system





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« Reply #83 on: August 17, 2019, 12:37:29 PM »

This week I updated the skill system's user interface. 

I had honestly forgotten about it, but I think it turned out well.





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BeardLogic
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« Reply #84 on: August 24, 2019, 09:38:58 AM »

Alright!  Managed to get the fueling / loading system figured out.  The new bow tower I added demonstrates how this is going to work early game.





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« Reply #85 on: August 31, 2019, 06:06:59 PM »

Showing off how you can load / fuel towers in groups.





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« Reply #86 on: September 07, 2019, 09:18:16 AM »

Lots of modeling this week.  This video shows off a couple of the results.  The flame tower and barbed wire.




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« Reply #87 on: September 14, 2019, 01:51:08 PM »

Added books to the game.  They will be integral in advancing further in the game.





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« Reply #88 on: September 21, 2019, 08:08:08 AM »

Managed to get the object move system done this week, plus a number of small fixes and features. 





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« Reply #89 on: September 28, 2019, 09:08:33 AM »

Lots of work on optimizations this week.  Showing off the new custom batching solution and the start of optimized shadows.





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« Reply #90 on: October 05, 2019, 12:37:07 PM »

Reduced draw calls by simplifying shadows!

This video also dives into some of the details on how it is done.





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« Reply #91 on: October 12, 2019, 10:10:37 AM »

The seen:
- Did a bit more work on shadows this week

The Unseen:
- Testing & Bug Fixes
- Progression Tree Fixes / Planning





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« Reply #92 on: October 19, 2019, 08:56:13 AM »

The seen:
-New assets.  (Copper Ore, Sand, Iron Ore - remade)
-Messing around with shadow movement

The unseen:
-Play testing / bug fixing
-Lots more work on the advancement tree.





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« Reply #93 on: November 02, 2019, 09:34:04 AM »

I've been working on swapping barricades out so that they are now on the edge of the cell rather than going through them.  This really shows off why this is going to be of benefit to the game.





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« Reply #94 on: November 09, 2019, 10:04:36 AM »

I've been updating the game to to include the new compact barricades, this required an update to pathfinding.  It might still need a bit of tweaking but it's working pretty well.





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« Reply #95 on: November 16, 2019, 02:58:35 PM »

Better UI for build menus!  I've also been working on some of the other menus but the build menu is further along, better for showing off too Smiley





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« Reply #96 on: November 23, 2019, 09:24:20 AM »

Very nearly completed the UI updates!

- New inventory screen
- New schematics crafting method
- New skills screen (still needs some TLC)
- New trader screen
- New quest screen





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« Reply #97 on: November 30, 2019, 09:49:55 AM »

I've added one of the final features to the game!  It's good to finally see a light at the end of the tunnel!





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« Reply #98 on: December 07, 2019, 08:39:20 AM »

As part of what I was working on this week I've nearly got all the code in for the vehicle system... odd looking vehicles though.





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« Reply #99 on: December 14, 2019, 11:37:00 AM »

NIXON's BACK!...I mean: The mech is here!  This is something I've been really been wanting to add to the game! 





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