Plan
parent
3ba5a3ec81
commit
2453a18d9c
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@ -920,7 +920,7 @@ function RerollButton:init(args)
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self.free_reroll = true
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self.text = Text({{text = '[bg10]reroll: [yellow]0', font = pixul_font, alignment = 'center'}}, global_text_tags)
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else
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self.text = Text({{text = '[bg10]reroll: [yellow]10', font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.text = Text({{text = '[bg10]reroll: [yellow]8', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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end
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end
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@ -953,7 +953,7 @@ function RerollButton:update(dt)
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system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
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end
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elseif self.parent:is(Arena) then
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if gold < 10 and not self.free_reroll then
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if gold < 8 and not self.free_reroll then
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self.spring:pull(0.2, 200, 10)
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self.selected = true
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error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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@ -970,10 +970,10 @@ function RerollButton:update(dt)
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self.parent:set_passives(true)
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self.selected = true
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self.spring:pull(0.2, 200, 10)
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if not self.free_reroll then gold = gold - 10 end
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if not self.free_reroll then gold = gold - 8 end
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self.parent.shop_text:set_text{{text = '[fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
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self.free_reroll = false
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self.text = Text({{text = '[bg10]reroll: [yellow]10', font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.text = Text({{text = '[bg10]reroll: [yellow]8', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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end
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end
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@ -1002,7 +1002,7 @@ function RerollButton:on_mouse_enter()
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if self.free_reroll then
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self.text:set_text{{text = '[fgm5]reroll: 0', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[fgm5]reroll: 10', font = pixul_font, alignment = 'center'}}
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self.text:set_text{{text = '[fgm5]reroll: 8', font = pixul_font, alignment = 'center'}}
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end
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end
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self.spring:pull(0.2, 200, 10)
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@ -1016,7 +1016,7 @@ function RerollButton:on_mouse_exit()
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if self.free_reroll then
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self.text:set_text{{text = '[fgm5]reroll: [yellow]0', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[fgm5]reroll: [yellow]10', font = pixul_font, alignment = 'center'}}
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self.text:set_text{{text = '[fgm5]reroll: [yellow]8', font = pixul_font, alignment = 'center'}}
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end
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end
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self.selected = false
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@ -294,7 +294,7 @@ function Player:init(args)
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elseif self.character == 'sage' then
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self.attack_sensor = Circle(self.x, self.y, 96)
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self.t:cooldown(12, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
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self.t:cooldown(9, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
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local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
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if closest_enemy then
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self:shoot(self:angle_to_object(closest_enemy))
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100
todo
100
todo
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@ -1,19 +1,61 @@
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Endless Update
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Looping Update
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New items:
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General:
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Intimidation - enemies spawn with -10/20/30% max HP
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Vulnerability - enemies take +10/20/30% damage
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Ceremonial Dagger - killing an enemy fires a homing dagger
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Homing Barrage - X/Y/Z% chance to release a homing barrage on enemy kill
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Critical Strike - X/Y/Z% chance for attacks to critically strike, dealing 2x damage
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Noxious Strike - X/Y/Z% chance for attacks to poison enemies, dealing 20% damage per second for 3 seconds
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Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
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Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
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Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
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Lucky Strike - X% chance for attacks to cause enemies to drop gold
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Healing Strike - X% chance for attacks to spawn a healing orb on kill
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Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
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Silencing Strike - X/Y/Z% chance for attacks to silence on hit
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Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
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Culling Strike - instantly kill elites below 10/20/30% max HP
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Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
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Healer:
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Blessing - +10/20/30% healing effectiveness
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Divine Favor - healing over maximum HP provides a shield that prevents damage once
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Divine Barrage - 10/20/30% chance to release a homing barrage when picking up a healing orb
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Psyker:
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Orbitism - 33/66/99% faster orb speed
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Psychic Leak - orbs deal extra damage based on the amount of damage all psykers have taken recently
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Psychokinesis -
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Conjurer:
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Rearm - summons repeat their attacks once
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Taunt - 10/20/30% chance for summons to taunt nearby enemies on attack
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Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
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Changes:
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Magnetism - also attracts healing orbs
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Healer rework:
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Enemies have an X/Y% chance to create healing cells on death
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Cleric: creates a healing cell at a random position
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Priest: creates multiple healing cells at a random position
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Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
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Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
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Priest: creates 6 healing orbs
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Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
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Psyker rework:
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Create orbitting damaging balls equal to the number of psykers (similar to those balls in Nova Drift)
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Endless mode
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Units die permanently when they die
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Slower scaling with less individually threatening units
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Max snake size goes up every 10 levels
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Create orbitting, damaging balls at the head of the snake equal to the number of psykers
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Flagellant - Lv.3: deals no damage to self and grants +10% damage to all allies per cast
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Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
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Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
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Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
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Looping
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Change end screen
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Loop button on end screen
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Looping lets you continue with the current snake until you die
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Difficulty is increased according to the formula for levels 25+
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Snake size goes up by 1 every loop, up to 12
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Balance
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* Decreased reroll cost to 8
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* Increased sage's attack speed
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QoL
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Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
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Volume slider
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Add visuals divine intervention, fairy buff
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Options menu from buy screen
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https://i.imgur.com/JJUddT3.png
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Add option for mouse cursor to always be visible
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Add main menu
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Soundtrack button
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@ -21,28 +63,39 @@ Endless Update
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Options button
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Quit button
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https://i.imgur.com/4hOt5uX.png "party 7/9"
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https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
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Bug fixes
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Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
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Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
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Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
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https://i.imgur.com/lCdPFZx.png
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https://i.imgur.com/qrExpq5.png
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https://i.imgur.com/lCdPFZx.png - dvr crash, already fixed i think
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https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
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https://i.imgur.com/8he1WDm.png - infinite money
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https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run
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https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
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https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
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https://i.imgur.com/cJMFDfc.png - lasting 7 doesnt work?
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"your build" only shows alive units, this is the same problem as merchant not giving interest if dead?
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https://i.imgur.com/Ta3lBui.png - Pet bug due to enemies spawning after arena is clear
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---
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Future updates:
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Future ideas:
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Chaos related classes
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Invoker - shoots a projectile with random properties, Lv.3 effect - ???
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Trappers:
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Emitters: +projectile damage, projectile mods
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warping
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homing/barrage
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wavy, 90, 45 degree
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splitting tears
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Traps - map modifier
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turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage
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Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
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Brawlers: units focused on crashing on enemies
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https://i.imgur.com/5YubukS.png - unit idea
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Bodyguard - https://i.imgur.com/Y2pP20v.png
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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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Cultists - https://i.imgur.com/GsfoZBd.png
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@ -60,6 +113,15 @@ Negative effect: colliding with yourself kills one of your units
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https://i.imgur.com/bxfvA7g.png
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https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units
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https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback
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Challenge mode
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Units die permanently when they die
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Slower scaling with less individually threatening units
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Max snake size goes up every 10 levels
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--
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Roguelite update:
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@ -76,6 +138,8 @@ Roguelite update:
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Map (map of bigger size than arena with fixed spawns)
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Unit shop
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Item shop
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Once there are enough items there can be item tiers
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The item shop should work similarly to the normal shop, where it can be upgraded and then have a higher chance for higher tier items
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Text + reward
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Training grounds (upgrade unit)
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Tavern (heal units)
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@ -88,7 +152,7 @@ Roguelite update:
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This unit's projectiles pierce/chain/fork/seek/split/stun/etc
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This unit is a [class]
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New stat system:
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All stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs) that represent consistent internal values between all units
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Most stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs) that represent consistent internal values between all units
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i.e. 3 attack speed means the same internal attack rate value (like say 6 seconds) for the entire game
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In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable
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Damage:
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@ -100,4 +164,8 @@ Roguelite update:
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Projectile - damage dealt by projectiles
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AoE - damage dealt in an area
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DoT - damage dealt over time
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Attack speed:
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Defense:
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Armor - decreases damage taken from attacks
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Magic Resistance - decreases damage taken from spells
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Movement speed:
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