Wave after wave. How many waves? (Devlog #6)
This week, my tower defense game finally started feeling like an actual game instead of just disconnected systems. In Devlog 6, I added: - a full wave UI - lives and run tracking - gameplay reset flow - a completely new build menu - obstacle placement - tower limits and build strategy - the foundations for future loadout systems One of the biggest design changes this week was limiting the player to a maximum number of towers. Instead of filling the entire map with defenses, I want the game to focus more on meaningful placement, mazing, and strategic decisions. Obstacles can now also be placed to shape enemy movement paths, which starts pushing the game closer toward the kind of strategy-focused tower defense gameplay I want long term. The UI is still powered by RmlUi, which means most of the interface is effectively HTML and CSS running inside my custom C++ OpenGL engine. Engine / Tech: - C++ - SDL3 - OpenGL - RmlUi - Custom ECS-style architecture - Custom rendering and gameplay systems Thanks for following the project. #gamedev #indiedev #cplusplus #opengl #towerdefense #gamedevlog #indiegame #programming Songs: Cherry Cola by @CodyOQuinn https://youtu.be/I380eM9YSms?si=CWPvBbacwwRSD2DF Jeremy Blake - Powerup! https://www.youtube.com/watch?v=l7SwiFWOQqM
Download
0 formatsNo download links available.