Weekly #34 (29.12.2025 - 04.01.2026) - Work Work!
[p][/p][h3]Howdy![/h3][p]First weekly of 2026! I wish you all the best this year. I want to share some updates with you as I am working on a demo version of Squars for the upcoming Steam’s Demo Fest![/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][p][/p][h3]PLAY HERE[/h3][h3]Map Chunks (WIP):[/h3][p]
[/p][p]Work on the Map Chunks continues! I managed to improve debugging by displaying flow fields only on the tiles visible by camera. On top of that, flow fields are not generated for disabled chunks and it is now possible to place buildings on top of chunks other than the first one. Still, there’s a lot of work to be done here. I will keep you posted![/p][h3]Ship Core’s Modules (WIP):[/h3][p]
[/p][p]I think I finished the most tedious work for Modules and that is making sure Drag & Drop between the matrix and the storage are working properly. I kind of rushed this topic and wasted about 2 hours on trying to craft my own solution for dragging but it turned out, Godot already has a built in solution! Every Control node has a set of methods that you are able to override in order to detect, validate and execute Drag & Drop between Control nodes so I switched to using that![/p][p]If you are interested, here’s a nice explanation of this topic 🙂[/p][p][dynamiclink][/dynamiclink][/p][p]More updates to come, so stay tuned! As always, have a great week![/p][p]Changelog below 👋[/p][h3]📜 CHANGELOG (29.12.2025 – 04.01.2026)[/h3]
- [p]Wall and Cannon cards are unlocked at the start of the game to give new player more options[/p]
- [p]Fix “Broken Finger” mutator not being disabled on refresh[/p]
- [p]Fix flamethrower cost not being updated in the ui[/p]
- [p]Fixed game speed on quit[/p]