Prototype Progress 2022/04/29
Stone World » Devlog
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Done List:
- Tried to fix [Revealing the area is less important when the game is going --> How to solve that?]
- Implemented Hint on Fog of War
- Implemented Random factors in Fog of War
- Pacing
- Implemented Time Warning for incoming waves
- Fixed Spawn time problem
- Slow Down the First Wave of Enemy to give the extra time to explore in the early game
- Implemented Time Warning for incoming waves
- Thought about how Fog of War will work with the new Hint System in level design & player feeling
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Fog of War & Hint:
Random: 30% Enemy & 70% Treasure, this value may be changed by other systems (card, treasure, etc.)
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Playthrough with Area-FogOfWar:
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Playthrough with Whole-FogOfWar:
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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
- Areas are explored easily in the beginning, how to solve this pacing problem?
- Plan A: Decrease the chance of gold pile treasure? Increase the chance of mining-speed treasure to avoid having a lot of money in the early game.
- Plan B: Increase map size
- Plan C: Increase the price of the same action every time the player performs it.
- Plan D: Let [building things] to unlock Fog of War
- Plan E: Card System & Fog of War Relation
- Plan F: Difference between early Fow and late Fow
- Fog of war needs to have more surprise
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Known "Bugs":
- 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 when 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
- Incoming Wave needs more detail
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Todo List:
- Tile System
- Check if the selected tile is near the main road while doing "Delete Rock" Action
- 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.
Stone World
Status | In development |
Author | Huijie |
Genre | Strategy |
Tags | Real time strategy, Singleplayer, Top-Down, Tower Defense, Unity |
More posts
- Prototype Progress 2022/04/22Apr 22, 2022
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