Working on
Making Stage 1 load more smoothly
The first stage contains a lot of environment detail, so part of the current work is making sure the game reaches the menu quickly and only loads the battlefield when it is actually needed.
Development notebook
Not a roadmap, not an announcement page. Just what’s currently getting attention, what still needs work, and what’s waiting its turn.
all of this is Prism Defense for now
Entries get added when there’s something worth writing down.
Working on
The first stage contains a lot of environment detail, so part of the current work is making sure the game reaches the menu quickly and only loads the battlefield when it is actually needed.
Still rough
The basic environment is in place, but the lighting, interface, tower readability, and overall composition still need several more passes.
Needs another pass
Towers and enemies should be recognisable in a crowded lane without squinting. Silhouettes, colour, and hit feedback are all getting adjusted together.
Good enough for now
Twenty-wave stages, bosses at waves 10 and 20, upgrades, traps, and abilities are playable end to end. They will keep changing, but the loop is there.
Next up
Touch controls work, but camera movement and tower placement on a phone want more care before anyone else plays it.
Later
Nineteen worlds exist as designs and notes. They get built once Stage 1 sets the bar for everything after it.
Things I learned
Short observations collected while building.
Mobile interfaces need much more room than expected.
A larger battlefield is only useful if players can read it.
More trees do not automatically create a better forest.
Loading everything at startup was, unsurprisingly, a bad idea.
Prism Defense is playable in parts and unfinished in many others. Nothing here is a release announcement.