Period: December 14, 2025 Total Commits: 7
Daily Dev Update: One Board, Two Foes — December 14, 2025
Hey, here’s what we’ve been working on. Today was mostly about getting Single Board PvP into a solid, playable state, tightening up team rules, cleaning up selection visuals, and expanding content/editor support.
What’s New
Single Board PvP is in and playable
We added a mode where both teams share one horizontally mirrored map. Castles sit at opposite ends with the spawn lanes meeting in the middle. It changes the pace a lot—pressure shifts quickly because you see the other team’s plays on the same field.
- Lobby toggle to switch between Single vs. Dual boards (Single is on by default)
- Mirrored layouts across all map sizes
- Team-restricted spawns so each side rallies toward the opponent’s base
[screenshot: Single Board mirrored map mid-fight at 33b9a73]
Why: Shared boards make PvP feel more immediate. You don’t “race in parallel”—you interact.
New tilesets and art passes
We added the Abyss and Replicants tilesets, plus updates to Crusaders and Hunters. The Hunters now behave correctly for players on non A/B teams.
- Abyss + Replicants tilesets with full configs
- Crusaders/Hunters art and behavior updates across teams
[screenshot: level editor with Abyss and Replicants tilesets at 78fd977]
Level editor gains multiplayer settings
You can now prototype multiplayer scenarios directly in the editor.
- Multiplayer enable/disable
- Max players / max teams
- Total boards: 1 (shared) or 2 (separate)
- Settings persist locally so you don’t re-enter them every session
What Got Fixed
PvP rules and readability on a shared board
We tightened the rules so placement and spawns behave the way you expect on one field.
- Towers can only be placed on your side of the shared map
- Spawn indicators only show valid tiles for your team
- Upgrade/destroy actions respect the correct team context
- Team-specific castle visuals render properly without odd tinting
- Spawn areas are clearly team-colored (blocked tiles use the opposing color)
[screenshot: team-specific spawn indicators and castle art in single board at 0e61d34]
Why: Shared space creates edge cases fast. These guardrails prevent griefy placements and make valid actions obvious.
Clean selection visuals you can actually read through
We replaced the old glow with a simple brightness highlight on the entity’s texture. Status effects like damage flash, poison, fire, and slow remain visible under selection.
- Minions: selection adds a consistent brightness bump
- Towers: initialized with proper instance colors so highlighting works out of the box
- Range indicators remain for selected towers
[screenshot: new selection highlight on minions and towers at 608ad22]
Why: The glow fought with effect overlays. Brightening the texture is clearer and stacks well with other visuals.
Minion spawns and combat feedback
- Minions now spawn at proper tile coordinates (no quadrant offsets)
- Minions sharing a tile spawn at clean integer positions for predictable clustering
- Damage/gold numbers now display correctly for both teams
- Spawn point indicators now show up for all teams
Why: This fixes drift/jitter in early pathing and makes combat feedback symmetrical for both sides.
Balance touch
- Speed buffs from skills were reduced slightly to ease stacking synergies that were running away in the midgame
Why: The speed curve was pushing minion waves past response windows too fast; this buys defenders a bit more counterplay.
Under the Hood
- Spawn validation now uses team-aware checks to stop illegal placements before they happen
- Renderer getters are team-aware in Single Board mode so UI/feedback lines up with your perspective
- Instanced mesh render order set for minions to keep layering clean during busy fights
- Resync path added with a simple “Resyncing with server…” overlay for when the client has to catch up
- Editor persistence: multiplayer + board settings save locally so your test setups stick
- Schema updates to include total board count in map settings for consistency across game and editor
- Tile rendering fallback if grass variants aren’t configured, so missing art doesn’t nuke readability
Why: These make the new mode reliable and reduce “why did that happen?” moments.
That’s the state of things today. Single Board PvP plays tighter now and the new tilesets add some variety. As always, thanks for the reports and clips—keep them coming if you spot weirdness in tower placement, spawn indicators, or selection visuals.