Period: December 31, 2025 Total Commits: 6
Daily Dev Update: Lasers, Stuns, and Clearer HUD - December 31, 2025
Hey, here’s what we worked on today. Main focus was getting laser AOE to behave correctly, improving combat clarity in Survivors mode, and giving you a simple debug view when you want to peek under the hood. A few UI and performance wins landed along the way. It’s getting steadier.
What’s New
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Debug mode (H to toggle)
- Shows red box outlines for laser-beam tower AOE areas
- Bright red = enemies inside, dark red = empty
- Boxes rotate with the island so what you see is what’s actually calculated
- Good for testing placements and verifying coverage
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FPS counter in Survivors
- Top-left display with simple colors: Green 50+, Yellow 30–50, Red <30
- Adds a small “DEBUG” tag when debug mode is on, so you know why frames might dip
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Combat clarity and control in Survivors
- Damage effectiveness colors: damage numbers now show green/red based on tower-vs-minion color matchups
- Stun mechanics: enemies can be stunned; there’s a clear particle effect while they’re locked
- AOE projectiles with stun: e.g., boulders can now stun small groups on impact
- Restart from You Died!: quick reset path from the game over screen
- Level-up menu filtering: skills filter to match the colors of towers you own, reducing noise
- Boulder impact VFX: increased particle size so hits read better
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Gold progress bar under the shop
- Single bar shows total gold centered, with a golden gradient and a subtle glow
- The fill aligns against each item’s price, making it obvious what’s affordable at a glance
- Removed the extra gold number from the top-right HUD to cut duplicate info
What Got Fixed
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Laser-beam tower AOE hit detection
- Now measures from the tower’s actual center rather than assuming a 0,0 origin
- Uses the enemy’s visual center for checks (less “it looked like it hit but didn’t” moments)
- Adds a small collision radius so grazes count: 0.4 units for standard enemies, 0.6 for elites
- Result: edge cases (literally) behave more predictably, fewer misses on the border
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Laser visual and timing issues
- Cleaned up particle effects so color and size behaviors are consistent again
- Fixed a cooldown reset case where lasers would prematurely stop if no enemies were in range
- Particle emitters now scale with island width (6 laser lines per tile), so visuals match the actual footprint
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Debug visualization reliability
- Switched the AOE overlay to a more stable line rendering approach
- Boxes match what the server-side logic expects, reducing “overlay says hit, logic says no” moments
Under the Hood
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Particle system reuse
- Laser effects now reuse particle systems instead of recreating them each tick
- Cuts allocation churn and reduces the occasional micro-stutter during busy waves
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Centralized laser tuning
- All laser particle settings moved into a single config, so we can adjust colors, sizes, lifetimes, and cleanup timing without hunting
- Makes visual iteration a lot faster and less error-prone
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Upgrades and skills pass
- Refactored upgrades to pull from a shared skills config and added unlock tracking
- Tightens up the level-up flow and keeps the skill filters consistent with what you already own
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Enemy and spawner groundwork
- Added variant support and tuned spawn wave mechanics
- Gives us cleaner knobs for pacing and variety without rebuilding encounter logic