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andrewp_silker

@andrewp_silker

Joined June 8th, 2026

  • 21Devlogs
  • 3Projects
  • 0Ships
  • 0Votes
Reclaim - A 3D extraction tower defence I am going to spend at least 100 hours on this game before the end of stardance. hopefully with 8-15 hours of engaging gameplay for the use as they show resilience towards Reclaiming a lost planet. Pls give me stardust (JK). I'm doing this for my school documentation for an assignment.
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4h 44m 25s logged

Devlog 🐟 (its str(2) + str(2))

Hope you all are having wonderful time making cool stuff we dont got long till the end of Stardance.

Thing 1

added a top down building mode to make building easier or im just to lazy to add council auth values. Comes with cool 2D shader

Thing 2

finilized how the council auth upgrades work they start at 0 then go up. need to all all the values for other authorisatoin levels apart from ship tier.

Thing 3

SHIPING ON THE 17TH of oct.

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Reposted by @andrewp_silker

7h 12m 11s logged

#Devlog #whats 9 + 10?

DID HE SHIP. NO HE DIDN’T. What is he doing he dosn’t even know (i do). i know i said id ship but like its not ready… sorry

THIS is a promise I WILL SHIP AFTER TUTORAL IS DONE. please stay everyone : P

Thing 1

95% implementation of council auth

Thing 2

fixed alot of scripts using my custom made script fix skill. its a skill that checks code for conventions, bugs, formatting issues and fixes them**. Purely used as a debugging tool and i will change my project information.

Thing 3

Re designed turret and base placement to use one mode and not multiple as it confuses people.

Cool Thing

if you want to play test comment “GIVE IT TO ME :]”

Also this project is now going to be assisted by ai as my school assignment is over and I need to get it done as well as keep my code robust though I dont have the time to read and consider my code in abstract ways.

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7h 12m 11s logged

#Devlog #whats 9 + 10?

DID HE SHIP. NO HE DIDN’T. What is he doing he dosn’t even know (i do). i know i said id ship but like its not ready… sorry

THIS is a promise I WILL SHIP AFTER TUTORAL IS DONE. please stay everyone : P

Thing 1

95% implementation of council auth

Thing 2

fixed alot of scripts using my custom made script fix skill. its a skill that checks code for conventions, bugs, formatting issues and fixes them**. Purely used as a debugging tool and i will change my project information.

Thing 3

Re designed turret and base placement to use one mode and not multiple as it confuses people.

Cool Thing

if you want to play test comment “GIVE IT TO ME :]”

Also this project is now going to be assisted by ai as my school assignment is over and I need to get it done as well as keep my code robust though I dont have the time to read and consider my code in abstract ways.

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Reposted by @andrewp_silker

10h 45m 25s logged

Devlog #20

Sup everyone hope you are a buku buku and not the other. There have been some interesting changes.

Thing one

Persistent storage fully works saving settings stored items and other important game values.

Thing TWO COUNCIL AUTHORISATION

This has taken way to long to get done. designed the full UI and made some icons images below.

IM GOING TO SHIP 160 hours : ). Making assets also takes a long time and other stuff so i probably have at least 200.

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10h 45m 25s logged

Devlog #20

Sup everyone hope you are a buku buku and not the other. There have been some interesting changes.

Thing one

Persistent storage fully works saving settings stored items and other important game values.

Thing TWO COUNCIL AUTHORISATION

This has taken way to long to get done. designed the full UI and made some icons images below.

IM GOING TO SHIP 160 hours : ). Making assets also takes a long time and other stuff so i probably have at least 200.

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Open comments for this post

6h 20m 8s logged

Dev log #19 EXAM MOCKS ARE OVER : )

Almost done with the pause menu. I’m going to ship this Saturday I swear. Completely changed the camera system to account for double axis collision with spring arms with lerping (not larping) the camera position to markers for smooth camera movement.

I need to lock in now how about you?

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Reposted by @andrewp_silker

6h 23m 19s logged

Devlog #18

I am so back we are locked in everyone that in reading this WE are locked in. Brand new queueing system, full remote island enemy spawning pattern. ZERO balencing there are still a lot of issues but expect me to put in a lot of hours when im suppose to be studying for exams Love you all and the song im listening to right now is “Better Off Alone - Mckyyy”

Thing 2

Major refactor to the building logic because I was just looking at the build_handeling function and it was like 140 lines so i put it into a bunch of helper functions. My OCD/perfectionism goes hard. like m… calm down i don’t know why I am literally.

Thing 3

Yea I know i said I’d ship b4 but i need to get the council authorization done hopefully in the next week. GG all I am feeling unnecessary ecstatic bout to do a front lever.

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6h 23m 19s logged

Devlog #18

I am so back we are locked in everyone that in reading this WE are locked in. Brand new queueing system, full remote island enemy spawning pattern. ZERO balencing there are still a lot of issues but expect me to put in a lot of hours when im suppose to be studying for exams Love you all and the song im listening to right now is “Better Off Alone - Mckyyy”

Thing 2

Major refactor to the building logic because I was just looking at the build_handeling function and it was like 140 lines so i put it into a bunch of helper functions. My OCD/perfectionism goes hard. like m… calm down i don’t know why I am literally.

Thing 3

Yea I know i said I’d ship b4 but i need to get the council authorization done hopefully in the next week. GG all I am feeling unnecessary ecstatic bout to do a front lever.

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8h 18m 19s logged

devlog #16
Completely changed spawning mechanics to be extremely customizable, added pickup notifications in the bottom right, added 4 other types of enemies. next work on Wave/Run ui and Tutorial and council authorization. also played around with some ai generated textures. all code is written by me not assets.

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2h 38m 41s logged

Devlog #15
Just push a playable ish version to the itch page please brutally critque it in the comment section if you are bothered. then after i pushed it made alot of the item assets. tweaked some spawning and then pushed it back to itch. I will ship this MVP and start a new project. did hella bug fix’s and code robustness (is that even a word)

What you can do
walk around, shoot enemies, craft, extract, build up ship storage, access all craftable items in the game

What you can’t do
the game dosn’t save or load any persistant data but there will be in the future, drop down to the sector with ship resources.

Future plans
Add saveing and loading, deploy UI, Tutorial, Council Authroisatoin (persistant upgrades), modules, revamp enemy spawning logic, and more

here is the itch link
https://silverkeybord.itch.io/reclaim

tutorial
drop down to the sector, kill enemies, get one plate, craft 2 basic material, craft one single turret then get more.

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16h 10m 59s logged

Devlog 13, 14#
omg i forgot to post devlog 13 so this is kinda both. a lot of polishing done to gameplay and implementing animations to make the game more fun. making it easier to start with lower enemy health. shield fix’s, extraction preset are fully working and items are now taken back to the ship. just a little more balencing and ill have a playable base game posted on itch for devlog 15# wooo. not bothered to record a video of the animations in this devlog here is a screen shot though

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9h 40m 30s logged

Devlog #12 –
Extraction UI mostly implemented just need to work on the preset buttons. but it looks really nice. the sector shield got a shader and the extraction UI animation works. somthing is currenly broken. planning to have a fully working mvp by next week should be able to ship : ).

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3h 39m 27s logged

Devlog #11. i dont know how to write on new lines when i press enter it dosn’t do anything so thats why this is all on one line can somone tell me how to format these post thanks. working on extraction ui. just added the changing colors to the extraction limit bar in the middle the left screen shot is in figma and then i put it into godot. i probably have like 4 hours of planning and iterating on the design of the extraction UI so thats why this dev log only has 3 hours. idk what im typing so yea. have a nice day.

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