Devlog: Production 1


Hello readers of this devlog, here we are with another update !

This week we started our first week of production. In this production week we took some of our concepts and started producing them for our final game. Also the programmers started making some of the mechanics more permanent and better.

Wave management Implementation

The wave management has also been improved. Now the path that the enemies can follow is easy accessible and it is also easy to create an extra path if needed. For now the wave just increments with 1 enemy per wave. But this will ofcourse be changed later on when we are balancing the game.


Example of path following implementation


this is the script that gets applied on the path prefab

And as part of the implementation now the wave manager can also spawn multiple enemy types if needed. So as you can see the wavemanager script can receive a array of enemy prefabs. this will later on be used to spawn different enemies with different waves.

Implementation of multiple enemies in wavemanager

So with this implementation it is now possible to customize type and amount of enemies getting spawned and also the different types of paths the wave can traverse.

Camera and Radial Implementation

We also implemented the camera movement again. this time we used the build in camera feature where you can customize different things that the camera needs or can do. And the radial menu is also implemented again where you can place towers on predetermined spots on the map

Art Concept Design

For the first week of production, we started by focussing on creating concepts. Through sketches, color studies and blockouts we were able to create some early designs and assets that can already be used by our programmers as placeholders.

Map layout concepts and color studies
Hell gate concepts and color studies
Gem pickup concepts

Weapon concepts
Main character concepts and color studies
Heaven gate blockout in Unity




UI layout


We were looking for a compact design. Design 6 fulfilled the most our demands.
While experimenting the color studies we kept color and function in mind.


Heaven portal design.
We wanted to create a portal with roman/ greek characteristics.


These 2 designs appealed to us the most for what we have in mind.

3D design - blockout heaven portal.

Concept design for the ice turret.  For the upgrades we wanted to make sure that the turrets had the same characteristics.

3D Design - blockout ice turret.

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