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Tower Defense Course Dev Log Week 1

This is our dev log on youtube.

🎙️ Voice-Over Script — Tower Defense Timer Devlog #1

This is an archived and out-of-date course from Game Dev TV.
But recently, I watched a horrible YouTube tutorial claiming that a tower defense game uses the same core mechanics as a simulator or builder game.
So I’m revisiting this old project—not to remake the game exactly—but to study those mechanics and see how they translate into Godot 4.4.1.

Now, since this course was originally made for Godot 3, a lot has changed.
The code and methods don’t always match the current version, so I’m expecting some errors and breakpoints along the way—
but honestly, that’s part of the fun for me.

I love that challenge.
Normally, I pick three different programming languages and build the same game in all three just to compare how each one handles the logic.
But this year, I’m focusing on actually publishing games—not just staying a hobbyist.

So this project is my practice run—
taking a simple, minimum-viable product from a tutorial
and turning it into something useful.

My idea?
To evolve it into a word-count tracker and Pomodoro timer for writers.
I love the concept behind the Forest app, but honestly, I find it kind of boring.
So instead, imagine this:
a tower defense game that plays itself—
your word count and Pomodoro sessions determine how well your AI defenders protect your village.
Can you save your world from meteors and alien attacks—
and how far can your productivity grow it?

🧱 Week One Progress

Alright, to start off, I’m rebuilding the base game from the course,
using the provided assets as a foundation.
Because Godot 4.4.1 is such a big engine update,
I’m not following the course step-by-step.
I’ll watch the lessons for structure, then rebuild the systems my way,
so the final code is 100% mine.

Here’s what I’ve finished so far:

✅ Section 1.1 and 1.2 Basic godot download and install and introduction to godot.

✅ Section 1.3 — C# setup and Hello World test.

✅ Sections 2.1 through 2.2 — project structure in place.

✅ Section 2.3 — Bullet movement with C#.

✅ Section 2.4 — Using the Input Map.

✅ Section 2.5 — Helper classes and project cleanup.

🧩 Added auto-scaling for the player cannon — closer objects appear larger, distant ones smaller.

Ran into my first Godot 4.4 issue here:
In Godot 3, you’d use PackedScene.Instance() to spawn nodes.
But in Godot 4.4.1, that was deprecated and replaced with PackedScene.Instantiate().
Fixed that error, and the bullets are firing perfectly again.

✅ Finished Section 2.6 — Bullet firing and scaling adjustments complete.

🎮 Let’s Chat!

Thanks for watching this devlog!
Now I’d love your thoughts:

Are you an author or writer? or A game developer?
Do you enjoy Pomodoro timers and productivity games?

What style do you think we should use for the tower defense theme—
🏰 Medieval, 🏙️ Modern, or 🚀 Futuristic?

Drop your thoughts in the comments!
And if you enjoyed this devlog, please like the video and subscribe for more.
If you’re not sure what to comment, just drop a dragon 🐉 and fire 🔥 emoji below!

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