Prototype Progress 2022/04/29


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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
  • 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
  • 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
  • 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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