2. Reflection on another 8 hours of development
PvZ Clone » Devlog
Intro
Second 8 hours where kinda not that exiting as first 8. I don't really feel like I made a lot of progress, game still plays the same. What do people mean when they say polished game? Not sure. I still have a giant list of features that I come up during development. I somehow just putting everything that in my head into that thing. Still kinda enjoying having playable game, but inner critic already start saying his regular stuff.
Implemented
- Added textures, thank you for free assets
- Added controller support
- Now level-select/hub zone exist and global state that monitors multiplayer progression
- Second level added, no real difference, but it will allow to expend to more custom levels in a future
- Now plants can level-up and gain experience from killing undead
- What do I feel? I feel like I only started I like where it's going. my standards are too high, but I guess without walking you can't fly. I will be just adding features as I can, maybe it will be fun to play at some point, we will see.
Future work
I really want smth like system for selecting best plants, maybe when battle phase is over players will have 10 sec to collect best plants, or just have them all listed and let player select ones that they like.?
Files
pvzclone_v2_linux.zip 24 MB
43 days ago
pvzclone_v2_win.zip 32 MB
43 days ago
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PvZ Clone
Multiplayer top-down PvZ-like
| Status | In development |
| Author | MazeSlug |
| Genre | Action |
| Tags | Arcade, Multiplayer, No AI, Top-Down, Tower Defense |
| Languages | English |
More posts
- 3. HEX-GRID or 8 more hours.3 days ago
- 1. Experience of finishing multiplayer game in 8 hours44 days ago
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