Alienhead Posted December 6, 2022 Share Posted December 6, 2022 As some of you may know already, I've been working on a leadwerks tower defense game for about a year now. It has taken on many different forms but the game behind the imagining remains the same. I'm glad to announce that revision 3 of defendTHIS is nearing playable status ! I've released info and other stuff regarding the game on my website.. but here's a look at the fresh new face-lift of defendTHIS!. This is the style I plan on sticking with as the game gets closer and closer to completion. 7 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted December 6, 2022 Share Posted December 6, 2022 That is very interesting. The bobblehead physics actually add to the gameplay because you have to adjust your aim when they move. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted December 10, 2022 Author Share Posted December 10, 2022 Oh it gets even harder than that actually, imagine sniping from a ceiling fan that moves to the motions of what's happening in the game. More info on drone mode in my wiki! https://abinary.life/flarum/public/t/game-defendthis 5 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted December 19, 2022 Author Share Posted December 19, 2022 I've been working on a top secret addition to my game, I didn't want to let it out of the bag until I was certain I would be able to make it work and fit in the game properly. All that came to pass and I wrote this last few lines of code for this addition this morning. On top of the other duties our Commander undertakes in the game, we now have to worry and contend with the house hold pet! You know how pets like to grab kids toys and run off and chew them up!? Well the Defendthis! dog does the same.. You'll need to keep him away from the playfield when possible, he can create quite some havoc if you let him romp freely. I've given this dog some pretty accurate to real life Ai, he'll nap, wondering randomly around the room, stop and bark at toy soldiers on the move, chase the Commander when in range, scratch, eat, sleep and more.. I'll keep the cool features a secret until release time. A new video coming later this week, once I smooth out a few rough corners regarding this addition. 2 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
SpiderPig Posted December 20, 2022 Share Posted December 20, 2022 Love the addition of the dog Thats going to be cool to play. Quote Link to comment Share on other sites More sharing options...
Alienhead Posted December 27, 2022 Author Share Posted December 27, 2022 As promised here's the video I just completed on the destructible environment in DefendTHIS. A few glitches to clean up but I'm knocking them out little by little. More info on on my game and my wiki! https://abinary.life/flarum/public/t/game-defendthis 4 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted December 27, 2022 Share Posted December 27, 2022 Wow, there is a lot of stuff going on in your game. This is all with Lua? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted December 27, 2022 Author Share Posted December 27, 2022 yes, 100% Lua. I'm running a steady 50fps on my older dev-test system ( gtx 750 card ). I've made most all the effects and extras toggleable so it's actually quite possible to achieve 60 fps on older systems. I got the code fully stable at this stage, I can run a map for hours with no crashes or mem leaks.. I often thought about changing it over to c++ as I do own the LE c++ version, but dev time is so much faster with LUA. I have entertained the idea of porting over but I'm in so deep now I feel it'll be easier to re-write if I went to a different engine with this game. Fear of hitting a bottle neck is always lingering however. Is Ultra feature locked yet? or is code still likely to get broke over the early access stage ? So far I've had no reason to change the project over, LE has upheld everythign I've tossed at it so far. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted December 27, 2022 Share Posted December 27, 2022 I think the API is stable, but it is possible there could be some small changes. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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