C.W.I.S Project Update

So this would be the day for the next monthly devlog, but I’m a bit behind with things this month with some life stuff taking about half of the month and then not getting as much done as I would like in the other half.

Due to this I’ve decided to hold off on the next video until I’m happy with the progress I’ve made to show it off. To fill the void left by this I’m showing off the new menu layout seen above. The old one can be seen below for comparison:


With the new layout I’ve also updated the radar art drastically as the old art I have was a bit low res as it was originally for the in-game radar only. But now it’s in the menu it needed to be a better quality.

Also during this last month, the logo for the brand “Carter Games” has been updated after like 2-3 years of the old logo xD, you can see the difference below. I’m pretty proud of how the logo turned out given I have like no photoshop or graphic design skills what so ever:


If you’re unsure what’s going on in the logo, it’s a cart-wheel mixed with a controller xD

C.W.I.S Devlog #5 | Leaderboards & Build?

Welcome back to C.W.I.S, now with leaderboard, scoring & less bugs… well possibly the same amount of bugs, just in different places xD

What’s New!

  • A new blur panel setup to better focus the user on the foreground elements.
  • A working reload system for the main gun & missile launchers!
  • An improved upgrades panel setup, with upgrade costs & lockable upgrades.
  • A scoring system & local leaderboard using the Carter Games Leaderboard Manager asset, with a few adjustments.
  • Early build mostly working minus a few bugs, aiming for public build by September xD

The Video

Admittedly not a good at some of the others this time around, but I’m still new to this whole YT thing, so hopefully I’ll get it right next month xD

None the less here is it!

C.W.I.S Devlog #4 | More Firepower!

Welcome back to C.W.I.S, now with even more weapons.

Recently the project got somewhat featured on gamejolt which really made my day, thank you!

This video was sadly delayed by a week due to just not being able to record the video & not quite having enough stuff working to show.

Whats New!

  • A WAY better missile launcher that I’m really proud of where is shoot missiles in a somewhat realistic spline curve, instead of the old straight line which was really dull. I also fixed the trail effects so there is actual smoke behind the missiles being launched.
  • A main gun, with a clip style ammo reloading pool, this will eventually be used against target & other ships as and when I get to that stage.
  • Functioning upgrades, where you can now actually upgrade you weapons using upgrade points to choose from an even better selection of upgrades. Currently only on the CIWS turret but coming to the rest for the next devlog.
  • Detection lines, see where missiles are coming from on-screen. This will be an upgrade for the radar as and when it is implemented.
  • Fixed a few of the really bad bugs. Still got a load to fix but its a start xD

Next Video

I’m aiming to have the next devlog out around 3-4 weeks from this video going live. So around the start of August you can expect the next update. As always feel free to comment ideas, suggestions, feedback etc. I’m happy to any and all thoughts on the project and where it should go.

The Video

C.W.I.S Devlog #3 | Upgrades & A Whole Load Of Bugs

Welcome back to another devlog on C.W.I.S, In this devlog I go over the new weapon upgrades system progress, some menu work, an improved ship health/hitbox system and the early setup of the radar on the ship.

Its been a busy few weeks so I didn’t manage to get as much done as I would’ve liked, but the next few weeks look much clearer so I should be able to get a lot more done. Since making the video I have already started on the remaining weapons for the game including a main gun & player missiles. So lots more to coming in future devlogs!

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.

C.W.I.S Devlog #2 | The Basics Of Shooting

In this devlog I go over the new mechanics of turret shooting, with object pooling, overheating & ammo count. Along with some early progress on the radar system to show incoming threats, a hitbox system to control the health & damage of the player ship.

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.