Prototype Progress 2022/04/22
Stone World » Devlog
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Done List:
- Implemented two new enemies
- Implemented Direction Selection for Building traps on a Rock(Wall)
- Implemented three new traps
- Freeze Pulse
- Arrow
- Lava Floor
- Implemented Camera Zoom in & out using mouse-wheel
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Known "Bugs":
- Spawn Time Incorrect
- Destroy Rock
- The player should not be able to destroy rock that is not near the main road.
- Destroy Rock Action is more likely to have bugs in the later game
- 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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Need to improve:
- PathFinding
- With the introduction of new enemy types, the Unity NavMesh occurs more and more problems, need to make my own pathfinding based on Tiles, and with group-AI. Gonna do that after the semester end.
- UI & Build Traps
- The building process is not intuitive
- Now:
- Select a Tile --> Click a Button on the Card --> Delete Rock / Build Sth on the Ground
- Selected a Tile --> Select a Direction --> Click a Button on the Directional Trap Card --> Build Directional Trap on Wall
- Want to be:
- Select a Card --> Move the mouse --> show if can build here && Possible Direction if have && Affect Range
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Need to Think:
- Trap_ Lava Floor
- This is too imba even if I increase the price
- Similar traps in other games have "Capacity" of the amount of damage then it needs to be a cooldown --> should I do that?
- Trap _ Freeze Pulse
- Keep Shooting / Triggered by Enemies?
- If Triggered by Enemies --> the high-speed enemies will be meaningful --> more macro
- If Keep Shooting --> Player need to catch the timing of building? --> more micro
- Keep Shooting / Triggered by Enemies?
- Exploring Unknown Areas && Planning the Maze
- Revealing the area is less important when the game is going --> How to solve that?
- Fog of war needs to have more surprise
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Todo List:
- Tile System
- Check if the selected tile is near the main road while doing "Delete Rock" Action
- Random Factor of Treasure/Enemy in Fog of War
- Card System
- Whole System
- Think About how to deal with the "Trap_Block" && "Trap_LavaFloor" Problems
- 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
- 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
- Trap
- The Data of Traps, the card & cost, need to be in the same place for balancing (XML/excel)
- Enemies
- Same as Trap
- 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:
- Building Directional Trap: Direction Selection
Stone World
Status | In development |
Author | Huijie |
Genre | Strategy |
Tags | Real time strategy, Singleplayer, Top-Down, Tower Defense, Unity |
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