So Iβve got a butt load of zombies spawning, and the engine seems fine with it!
Small panic when one of the gems was bugged, but luckily just the one I happened to pick up, and not the whole system.
Some testing footage:
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05.03.2026 22:21
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Rough death animations!
There is a slight bug that came out of nowhere on death. Barely noticeable, but I hate not knowing where it randomly came from.
Adding in this animation should help track/clean up that section.
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05.03.2026 15:24
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Recorded new sound effects for the zombies and the magic towers. Lowered lvl requirement for some skills to speed up pacing.
Also pinched a nerve in my back causing headaches from working hunched over. Itβs getting better.
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05.03.2026 01:17
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Getting around to fixing up some tileset errors; some edges require some custom βfittingsβ.
General debugging is going well!
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01.03.2026 22:25
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Ok, I think I have everything kinda working!
Debugging and tentatively starting to focus on actual balancing/ drop rates.
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27.02.2026 20:40
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I removed strength requirements for equipment, but added equip load to the weapons.
Individually fixing the UI, but it is far easier to read at a glance now.
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26.02.2026 19:34
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Thank you! :)
25.02.2026 20:11
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Enemy wolves!!
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24.02.2026 15:18
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Building out and testing. Things are looking happy!
It seems to be fine with all these things existing in the world at once, so knock on wood, hopefully that continues and optimisation keeps trucking along!
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23.02.2026 15:23
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Oh yeah, itβs because the heads at blizzard are terrible and fired the creatives behind the success of DII.
I saw some screen shots of the original DIII in progress, and itβs so annoying they axed it as to not compete with WOW.
Just destroying art to secure profit.
22.02.2026 19:35
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Yeah, I think that comes from the same cow king Diablo II formula. Which was great for that, but I figured my logic is:
Once I get the items and mechanics sorted, I can start focusing on enemies and begin building out!
And the tower defence is still always there, so difficulty always increases!
22.02.2026 18:58
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Yeah exactly! I want to incentivise reruns, and I feel like all that padding is just to try and stretch out assets;
I figure I can also be generous since if I need, I can just draw more things, so Iβm pretty de incentivised to nickel and dime my playersβ time! :)
22.02.2026 18:37
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All the swords and bows socket systems done!
Also a chance to test out the rng; Iβm having the sockets reset each run, so you have to find socketed items again, but I can be generous with the drops. About 7% feels good.
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22.02.2026 18:26
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Finalising and debugging sockets: adding in this little notifier to let the player know when a socketed item is picked up.
I might change the animation a bit, the one I drew reads a bit like a loading icon.
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22.02.2026 01:10
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Alright, Zombie RatKing boss is up and running! Spawns zombies on death.
I picture him as a sort of early game mini boss that becomes a regular enemy later.
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20.02.2026 17:01
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Thanks!
It was the first thing I worked on for the project! I worked on the spites for the main character, an enemy, and the tile set for about a month, not even quite sure it work would.
Then I put it together and luckily it did :)
19.02.2026 13:01
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Iβve finalised the βlightβ element: originally it had a conversion mechanic, but it was too weak as to be useful, or completely destroyed the game economy.
So now it acts as an effect/damage multiplier for other elements.
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18.02.2026 21:28
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βWalkingβ and βattackβ animations for 3 directions done!
Back turn animations in progress; back βwalkingβ and βattackβ, then βdeathβ animations to go!
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17.02.2026 15:44
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Equip-load/ movement speed set up, and debugged summons for the gems!
Moved the inventory system UI elements around; this feels easier to read, and I also chunked some of the information better.
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16.02.2026 18:37
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Afternoon debugging: making sure the elemental skills in the weapons donβt conflict with the gems in them.
I had coded those differently (and in a far less organised way) than the gems/ rings.
Things are looking good!
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15.02.2026 22:43
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Hey folks! I am very proud and delighted to say that Helmet Head now has a Steam Page. Woohoo!
π Wishlists and shares are greatly appreciated π
store.steampowered.com/app/4285450/...
Thank you all for your encouragement this past year, it means a lot to me π
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15.02.2026 16:25
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Attack frames!
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15.02.2026 16:54
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Thanks! Itβs for my Diablo inspired ARPG/ tower defence! Itβll spawn more zombies on death that continue attacking the player/ moving towards the town :)
14.02.2026 17:16
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Walking animations!
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14.02.2026 16:51
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Socketed helmets are in! Thatβs the last of it!
A couple ui hiccups I noticed to clean up, and I need to actually hook up and balance equipload movement speed penalties, but other than that, inventory should be good go!
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13.02.2026 17:43
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Bow and body armour sockets finished! The resistances were organised well, making the body armour easy to code.
The helmet sockets do a lot random things so thatβll be a bit annoying, but thatβs a job for tomorrow.
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13.02.2026 00:17
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Gems in the bow! Some elements I put in weird parts of the code, so I gotta hunt those down, but most of it is good to go!
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12.02.2026 18:31
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Now the number of archer skeletons is determined by dark projectile skill level, and the melee is for the sword skill level. Gems can be used to add more.
I also debugged the rings; the second ring had messed up the code.
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11.02.2026 18:32
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Skeleton archer minions! I combined the code from the towers with the code for the regular skeleton minions. Works well, but needs some more fine tuning.
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11.02.2026 01:59
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A smear frame of the bow being turned and raised
10.02.2026 19:18
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