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CropageddonNewsDevlog 19.07.2026
Community

Devlog 19.07.2026

Cropageddon · published 19 Jul 2026, 19:28 UTC

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I added a token system for my ranged enemies. Each attacker has to request a token before it can attack. If there is no available token left, the attacker has to wait.

This avoids situations where you would have all ranged enemies attack at once. It also allows me to configure how many can attack at once. This system is inspired by the GDC talk:
In this example only one is allowed to attack.

The onion showed me a flaw in my whole system design. I designed all systems for two-legged characters. I now have to extend it for six-legged characters.

I didn't put much effort into the animation yet, because I saw some cool procedural stuff with spiders, which I guess can be used here.

Instead of starting with the first level of grey boxing, I updated the engine version.

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Community13 Sep 2026Devlog 13.09.2026The build is approved so the release date is set :) I worked on the melee combat, since there was some negative feedback. I hope to catch now better the intent of the player. I added a new weapon. The mace can rupture staggered enemies. So early access there will include 4 weapons. One-hand Sword : It has a short range, is faster then the two hand weapons and slices staggered enemies. Two-hand…Community30 Aug 2026Devlog 30.08.2026I'm back, and I was also able to get some work done over the weekend. The spawn logic of the enemies has been improved and extracted. A new mode, "Survive" has been introduced, which can now use the new spawn logic. New Game Mode: Survive In Survive, the player has to survive for a certain amount of time. The current solution is a bit overengineered for what it currently is. Each enemy has a th…Community16 Aug 2026Devlog 16.08.2026Iterated on the pepper enemy and onion enemy. Playtested the game and started creating tickets for the final sprint towards release. As mentioned, I will be traveling for the next two weeks, so there will be no update next Sunday.