Finishing Pre-production: Video Devlog 42

Experience a dynamic, instant-action, midcore tower defense with all the freedom of an RTS.
Intermission
The critical part of the campaign mode is the intermission screen where the player can choose their next mission in a nonlinear fashion. Missions will have varying difficulty and rewards that the player will take into account when choosing a mission.

Support Roles
Mission rewards include supplies and support roles. The player can use supplies to unlock new units, defenses, or upgrades among the seven support role trees. Support roles are unlocked by the player completing specific missions.

New Defensive Structures
Artillery Emplacement
The artillery emplacement is an immobile version of the mobile artillery. Where the artillery lacks in mobility, it makes up for larger range and more powerful shells. The artillery emplacement is an unlockable defense structure under the artillery support tree.

Signal Jammer
The signal jammer can be used to jam a designated area of the map. Robots in the jammed area will have their movement speed and attack speed slowed. The signal jammer is an unlockable defense structure under the deterrence support tree.

State of the Game
The game is pretty close to the start of making levels and balancing. There are still a few fixes, reworks, and minor things to add before the game can be officially out of pre-production.

Play Testers Wanted
Deterrence still needs more testers to help improve the user interface and user experience. If you'd like to volunteer to be a play tester, then please join the discord for further instructions on how to get involved with the development.
Recommended resources
Game Engines
Unreal Engine 5 Best Practices
Amazon · Book
Written by multi-award-winning Unreal generalist Tyson J. Butler-Boschma, Founder and Creative Director of Toybox Games Studios, this book addresses common challenges you face when advancing your expertise in lighting, environment design, and cinematic storytelling.
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