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.
- Problem: Blocks too powerful
- 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
- 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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Files
Stone World
Status | In development |
Author | Huijie |
Genre | Strategy |
Tags | Real time strategy, Singleplayer, Top-Down, Tower Defense, Unity |
More posts
- Prototype Progress 2022/04/29Apr 29, 2022
- Prototype Progress 2022/04/22Apr 22, 2022
- Prototype Progress 2022/04/08Apr 09, 2022
- Design Process - Excitement of Exploring the Unknown AreaApr 01, 2022
- Prototype Progress 2022/04/01Apr 01, 2022
- Prototype Progress 2022/03/25Mar 25, 2022
- Prototype Progress 2022/03/18Mar 17, 2022
- Prototype Progress 2022/02/25Feb 25, 2022
- Prototype Progress 2022/02/18Feb 18, 2022
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