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Full GreedCore update
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What changed
- UI and audio
- Gameplay
- Store
- Compatibility
GreedCore changes
Hello, everyone!
Today I’d like to tell you a bit more about the concept behind GreedCore. This is a sort of compact developer diary, where I plan to share everything related to the game’s progress: show you what I’ve been working on, talk about the decisions I’ve made, and perhaps get some feedback. Although, of course, it’s a bit trickier to do this before the demo is released. Nevertheless, you’re welcome to ask questions in any language - I’ll do my best to answer them as far as I can.
About the game concept
To begin with, it’s worth giving a general overview of the kind of game I’m trying to create.
In short, GreedCore is a project inspired by Mindustry, but with a nod to classic Tower Defense. The game won’t feature mechanics related to conveyor belts and production, though I want to retain the freedom to place towers and the need to build your own ‘fortress’ to protect the core.
The player will have to hold off truly massive waves of enemies - dense, almost continuous streams with no obvious pauses between attacks. That said, the similarities with my sources of inspiration generally end there.
Progression and Content
The game will feature:
8 chapters, each with 8 levels
a skill tree, accessible both during levels and between them
The tree will include:
passive tower upgrades
unlocking new upgrade levels
The final number of towers has not yet been decided, but I want to create as many interesting options as possible for fighting enemies attacking your core.
Design and Interface
Below are some images from my design document, in which I’m mainly working on the interface.
Main Menu
I had a pretty clear idea of what the GreedCore main menu should look like quite early on, so there aren’t any major changes here yet. The only thing that still needs some work is the settings window.
Steam post imageSteam post image
Choosing the levels
The list of levels was more complicated. Initially, I had a different concept (unfortunately, I didn’t document it), but in the end I settled on a more cohesive option - a full-screen display.
This decision also gave rise to the current design for the level information window. It is planned to display:
the name
a short storyline (if implemented)
information about enemies
starting resources
level modes and features
The in-game interface
I’d like to talk specifically about the interface during levels.
I’ve long wanted to use a bottom dock bar, and in my view, it’s ideal for Tower Defense - especially for purchasing towers.
Initially, I considered a ‘floating’ panel option, but I’ve temporarily abandoned it: in that case, there’s too little space left for the tower selection window.
I also experimented with elongated buttons, but that didn’t work out. I’m currently still looking for a solution that will allow me to position both the buttons and their costs neatly and symmetrically.
For the time being, I have implemented a version with the panel fixed at the bottom of the screen. In the future, I do not rule out returning to the ‘floating’ version - perhaps with a neat animation for showing and hiding it.
Steam post imageSteam post image
Current development status
That’s all I wanted to share for now.
Moving forward, I plan to:
update the game’s Steam page
post even more news
share screenshots and short videos
I mainly post on social media, but I’ll try to share devlogs like this here from time to time as well.
The main development branch is currently at the Pre-Alpha stage. Work is actively continuing, and we plan to record the first trailer once we have a sufficiently stable beta version.
Thanks for listening! :D
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