This is a subtle change, but it required rewriting the pathfinding code for my #towerdefense #playdate game. Enemies can now trace preconfigured paths through the level. This gives me a bit more freedom to
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I've introduced a set of upgrades into my #towerdefense game for the #playdate that can be purchased between maps. It gives players something to save their credits for. #indiedev
Progress tonight is a Repair drone for my #playdate #towerdefense game. #indiedev #pixelart
Working on the first boss for my #playdate #towerdefense game. I call it the Magnetron. The beam temporarily disables towers #indiedev #pixelart
I've been quietly working on my #playdate #towerdefense game. I'm reaching the point where many of my changes aren't very visual. But I got a new biome added, so I thought I would share that. #pixelart #indiedev
I was unhappy with the movement of enemies in my #playdate #towerdefense game. I was using a flow field that made them hug the walls, which then led to jitter. I switched to a zone based system. I split the map into regions, then path find to the midpoint between zones. #indiedev
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Another boss -- the Foreman. It spawns other enemies as it moves. #playdate #indiedev #pixelart
Added another boss, called the Scrambler. This is a harder one to see from just a video, but when it scrambles a turret, the turret controls get out of sync with the #playdate crank, making it hard to aim. #indiedev #pixelart
It's not the most exciting part of building a game, but I've been working on save slots, the HUD, and menus for my #towerdefense game on the #playdate. #indiedev #pixelart