DevLog

Dreamland Defender, July 2017 devnotes

  • animation time offset on crows. Animations should be running at different tempi.
  • cooldown on bullet time effect availability (bullet time upon shooting the grand clock).
  • update of unity framework and steamvr source to newest versions
  • implemented a visual impairment on the player when one of the precious cows are abducted.
Losing a cow will no longer go unpunished!
The new scoreboard on a warped glasslike mesh
  • rendering of ui now set to secondary camera forwarding what it sees to a texture on a warped canvas near the player.
  • drones are now dramatically crashing into the ground.
  • level number displaying in the first few seconds of a newly started level.
  • accuracy tracking and display on UI.
  • made the serialization code for saving player data.
  • advancing to next level involves the enemy ai getting better and faster and learning how to best defeat you.
  • clock sounds activated.
  • gun failure system implemented. Guns are now randomly failing.
  • clock now makes a sound when it is ready to activate bullet time.
  • AI stats are now resetting on level 1. The game was getting quite difficult to test, as the AIs were becoming extremely efficient.
  • built a machine that let’s you start the level. Pretty useful.
  • built a selector system for signs/icons.
  • several textures reworked.
  • drones are now in earthly camo. Pretending to come in peace.
  • highscore board
  • objects no longer disappears on next wave.
  • moved some of the props on the level
  • player can now lose the game.  Player still can’t lose! That might make it too easy.
  • highscores are now displayed in the right order
  • installing a shower cabin in the game for watering the magic plant.
  • shotgun weapon heat capacity increased.
  • bowling ball drag effect adjusted.
  • enemy health adjusted
  • enemy mutation factor decreased
  • Weapon failure system tuned. Visual effect now more present.
  • Steel pot 3d model and textures redone.
  • Pot on the bonfire now contains water
  • The steel pot can now be filled with water
  • Shotgun / Winchester / Whatever-Rifle now has more weapon power. Double the amount of bullets with double the amount of damage. Weapon failure rate increased. Heat capacity raised.
  • Drone DNA is now stored completely for each play cycle. No more deleting the lists between cycles.
  • Dynamite fuse fire now moves down the length of the fuse, to show pyer how much time is left before it blows.
  • Weapons and items are now persistent. Grabbed items are still freaky.
  • Bullet now has ricochet effect with sound.
  • Bowling ball weight and drag adjusted.
  • items “Pistol” and “Gun”: damage, heat cap, and failure rate adjusted.
  • Clock moved to match position of wall.
  • Health bottle size increased and positioned in front of player.
  • Weapon cooling: when weapon is cooled completely it makes a reloading sound.
  • End of Level: weapons are now dropped from controller grab.
  • Controllers no longer invisible after weapon mafunction causes disintegration of grabbed weapon.
  • Umbrellas now come in different colors. Important stuff.
  • Level Reset and Level Initiation system redone.
  • New colors for drone headlights.
  • Drones now have an extra detection system for checking if player is in sight.
  • Drones now turn visibly.
  • Drone trails reworked.
  • Mothership vulnerable visual effect reworked.
  • New Mothership spawn system.
  • Menu scene: specific system for guns in that scene.
  • Menu scene: target practise field.
  • Menu scene: Title and animation of light.
  • Menu scene: target practise button to start game.
  • Menu scene: soundtrack set to main theme.
  • drone speak
  • New mothership vulnerability sound
  • Bullet casings now dropping when firing weapons
  • Limited confetti.
  • Added manure.
  • Added “Finger on a pole”. For making drones angry.