Prototype Progress 2022/04/08
Stone World » Devlog
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
- Level
- 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
Stone World
Status | In development |
Author | Huijie |
Genre | Strategy |
Tags | Real time strategy, Singleplayer, Top-Down, Tower Defense, Unity |
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