Uproot DevDiary

This is the Development Diary of my indie game, which I regularly update with a quickly written progress summary. Do not expect captivating prose or brilliant presentation.

Entry 77 with Unity

It’s time ladies and gentlemen, time for change! Time for a goal change, time for a scope change, time for a game change… literally. I haven’t devoted much time to Uproot in the last few months, almost a year. Let’s … Continue reading

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Entry 76 with porting

Short version, I ported Uproot to MonoGame. This means Uproot now runs Microsoft-independent XNA-style implementation. The big changes include back-end .NET->Mono and DirectX->OpenGL migration. And, of course, this means portability to all kinds of platforms — Linux, Mac, Mobiles, and, … Continue reading

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Entry 75 with hot air

Been a while (again). What can I say, real life is a female canine. Anywho. Whoosh A wild Air tower appears! (Who is my most useless primary tower? Yes you are, oh yes you are!) The issue here is its … Continue reading

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Entry 74 with further tower improvements

So Typhoon tower! It’s been a long and rough ride everyone, with lots of cool ideas that went largely unimplemented. I would like to blame me and… wait, where was I going with this? So here was the initial idea … Continue reading

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Entry 73 with more juice

Firstly, let me say that “juicy” sounds much better than “fluff”, and if you are reading this you should watch this video. Anyway, short update. Firstly, I made the progress bar for upgrading (and non-interfering with health bar): Then I … Continue reading

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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 project™ 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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Entry 68 with many menus

So much stuff  that needs doing is now… fluff. I can code half a day and then in the end go — well, what can I show for this? Ummmm…. yeah. I guess Phil’s sprites is the only consolation when … Continue reading

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