Day 19: Tower Upgrades, Stat Scaling & Buildable Tiles | Godot Tower Defense Devlog
Автор: PapaBear
Загружено: 2026-01-19
Просмотров: 8
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Day 19 of my 60-day challenge learning the Godot game engine.
Today was all about fixing mistakes, introducing real upgrades, and starting to think seriously about balance and scalability.
In this update I:
• Fixed tower click detection (separating click zones vs enemy range)
• Added tower upgrades (damage + fire rate scaling)
• Started refactoring tower logic for better organization
• Explored stat growth math and why exponential scaling gets wild fast
• Experimented with balancing cost vs DPS between towers
• Added TileMap custom data layers to define buildable areas
• Prevented building on enemy paths
• Began thinking about tile-based placement for towers
• Reflected on future pathfinding vs fixed paths
• Started considering performance limits and stress testing
This is the first time I’ve really had to think about stat growth, balance, and fairness — and it turns out it’s way more interesting (and harder) than I expected.
Next up:
• Refining the shop logic
• Improving build placement rules
• Possibly moving toward tile-based tower placement
• Experimenting with enemy pathfinding instead of fixed paths
Thanks for following along — the encouragement has been incredible.
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