Monthly Archives: July 2012

Entry 72 with more of somewhat artsy stuff

A few artsy things for the game, mostly sprucing up the worlds (air, water) with least props/tiles. I made a rocky (probably impassable) terrain for air world: It came out too photo-realistic, I even painted over it to get rid … Continue reading

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Entry 71 with lots of cutting

Creep of features Time to get rid of excess baggage left by the constant feature creep. Some of the additions could have been great, others not so much. The bottom line is that most of them just take too darn … Continue reading

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Entry 70 with UI-ness

Costy tooltipness It’s now time to describe some of the fluffy UI stuff that I’ve been fiddling with. In this case — tower upgrade and transform costs. Towers can be upgraded to level 2 and then level 3. Towers can … Continue reading

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Entry 69 with projectile flinging

Between moving houses, doing garden work, and working on my secret projectâ„¢ I’ve slacked off on blog posts. Admittedly, most of work is (as I mentioned) tedious tweaking and bugfixing. Predictaments One almost-mandatory feature is anticipation/prediction of enemy position before … Continue reading

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