Prototype Progress 2022/04/15


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Done List:

  • Thinking about some systems
    • Problem: Blocks too powerful
      • Limit the use
      • Make enemy clever
    • Problem: After reaching a certain number of Spike, you can not lose 
      • Lack of Enemy & Trap Types --> do it
    • What should be procedurally generated?
      • Just those "excitement" now with Hand-made Level.
  • Tried different "level design"
    • not really work, need to implement & try different combination of traps & enemies

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Done List Detail:


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Trap: OnWall-AutoTriggered-Freeze

Behavior: Triggered --> Delayed --> Do Action --> CD

Possible Add-On:

Slow Effect ↓ , Forever Active

Delay Time ↑ & Damage ↓  → counter more weak enemies

Delay Time ↓ & Slow Effect↑ → counter strong single enemy

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Trap: OnWall-AutoTriggered-Arrow

Behavior: Do Action --> CD

Possible Add-On:

CD ↑ & Damage ↓  → counter more weak enemies

CD ↓ & Damage ↑ → counter strong single enemy

[Damage ↑ when distance ↑]

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Trap: OnGround-Forever-Fire

Behavior: Keep Doing damage, Can enhance the projectile that passthrough

Possible Add-On:

[Do No Damage, Empower passthrough Projectile]

[Do more DOT Damage]

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Possible Combo Traps:

Spike + Freeze, Arrow+Fire

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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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Long Term Todo List: 

  • Camera
    • Zoom in & out
  • Tile System
    • Check if the selected tile is near the main road while doing "Delete Rock" Action
  • Tag System
    • For future builds, need to start thinking about how to implement this feature
  • Reconsider the progress  during one play
  • 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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Files

stoneworld_testbuild20220408.zip Play in browser
Apr 09, 2022

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