Prototype Progress 2022/04/08


Week 11

Play-Through:


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Done List:

  • Implement the new design of the area system
  • Fix the Bug that the enemy will not re-calculate the path in some situations. (Now they will re-cal every time player does a "remove" action)

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Known "Bugs":

  • Spawn Time Incorrect
  • The player should not be able to destroy rock that is not near the main road.
  • Can not disable fog of war correctly sometimes(when the core is not connected to the Main Road due to Trap_Block). Need to ignore Block while Finding Main Road during Deleting Rock Action. 

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Todo List: (In order)

  • Reconsider the progress system
    • Now the game support multiple enemy portals, the hidden ones will not be active in the area is disconnected. These are originally for future rouguelite-experience with "Extra Challenges & Extra After-Game-Upgrade-Resource". How can the player now know the game is going to end? Or it will never end? (Increasing the difficulty by time? Reference: Risk of Rain)
  • Camera
    • Zoom in & out
  • Tile System
    • Check if the selected tile is near the main road while doing "Delete Rock" Action
  • Trap
    • Description UI
    • CD UI
    • more traps
      • At least 1 "Arrow" Type and 1 "Control" Type based on Wall
  • Treasure
    • Description UI
    • Simple Collecting Animation(From Collected Place to UI Panel?)
  • Tool Refine
    • Level
      • Fix magic number
      • Code-Refine: Update the Treasure, Enemy Data Structures for more data in the future
      • Need to visualize the current Level Matrix/Array for debugging
    • Wave
      • Different portals have different settings, should not update the settings in the enemyPortal Prefab
  • PathFinding
    • Need to redo pathfinding, make my own pathfinding based on "tile", and let the enemy be able to have the Flocking feature.


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Done List Detail:

New Fog of War

Current path-finding

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