Week 6
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085bac9586
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steam/
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builds/
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10
arena.lua
10
arena.lua
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@ -12,7 +12,9 @@ function Arena:on_enter(from, level, units)
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self.hfx:add('condition2', 1)
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self.hfx:add('condition2', 1)
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self.level = level or 1
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self.level = level or 1
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self.units = units
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self.units = units
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self.logo = true
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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steam.friends.setRichPresence('text', 'Arena - Level ' .. self.level)
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self.floor = Group()
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self.floor = Group()
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self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
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self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
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@ -179,7 +181,7 @@ function Arena:on_enter(from, level, units)
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if self.level == 18 and self.trailer then
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if self.level == 18 and self.trailer then
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Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2 - 24, lines = {{text = '[fg, wavy]SNKRX', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]try the demo & wishlist!', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2, sx = 0.5, sy = 0.5, lines = {{text = '[fg, wavy_mid]wishlist now!', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}}
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Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.5, sy = 0.5, lines = {{text = '[light_bg, wavy_mid]music: kubbi - ember', font = fat_font, alignment = 'center'}}}
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end
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end
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end
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end
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@ -187,7 +189,7 @@ function Arena:on_enter(from, level, units)
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if self.level == 1 then
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if self.level == 1 then
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local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}}
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local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}}
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local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}}
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local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}}
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local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]s - mute sfx', font = fat_font, alignment = 'center'}}}
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local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}}
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local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}}
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local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}}
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t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
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t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
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t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
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t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
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@ -256,7 +258,7 @@ function Arena:update(dt)
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self.paused = true
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self.paused = true
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self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<- or a -> or d', font = fat_font, alignment = 'center'}}}
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self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<- or a -> or d', font = fat_font, alignment = 'center'}}}
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self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 52, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}}
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self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 52, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}}
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self.paused_t3 = Text2{group = self.ui, x = gw/2, y = gh/2 - 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]s - mute sfx', font = fat_font, alignment = 'center'}}}
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self.paused_t3 = Text2{group = self.ui, x = gw/2, y = gh/2 - 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]n - mute sfx', font = fat_font, alignment = 'center'}}}
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self.paused_t4 = Text2{group = self.ui, x = gw/2, y = gh/2 + 0, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]m - mute music', font = fat_font, alignment = 'center'}}}
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self.paused_t4 = Text2{group = self.ui, x = gw/2, y = gh/2 + 0, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]m - mute music', font = fat_font, alignment = 'center'}}}
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self.paused_t5 = Text2{group = self.ui, x = gw/2, y = gh/2 + 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]esc - resume game', font = fat_font, alignment = 'center'}}}
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self.paused_t5 = Text2{group = self.ui, x = gw/2, y = gh/2 + 22, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]esc - resume game', font = fat_font, alignment = 'center'}}}
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self.paused_t6 = Text2{group = self.ui, x = gw/2, y = gh/2 + 44, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]r - restart run', font = fat_font, alignment = 'center'}}}
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self.paused_t6 = Text2{group = self.ui, x = gw/2, y = gh/2 + 44, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]r - restart run', font = fat_font, alignment = 'center'}}}
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#!/bin/bash
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cd E:/a327ex/SNKRX
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engine/love/build_steam.bat SNKRX
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@ -31,6 +31,9 @@ function BuyScreen:on_enter(from, level, units)
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self.units = units
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self.units = units
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camera.x, camera.y = gw/2, gh/2
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camera.x, camera.y = gw/2, gh/2
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
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if self.level == 0 then
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if self.level == 0 then
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cascade_instance = cascade:play{volume = 0.5, loop = true}
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cascade_instance = cascade:play{volume = 0.5, loop = true}
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self.level = 1
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self.level = 1
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@ -55,7 +58,7 @@ function BuyScreen:on_enter(from, level, units)
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
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GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
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WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
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-- WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
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end
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end
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137
devlog.md
137
devlog.md
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@ -448,3 +448,140 @@ As for feedback given from the demo:
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* Error: engine/game/hitfx.lua:46: attempt to index field 'parent'
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* Error: engine/game/hitfx.lua:46: attempt to index field 'parent'
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* engine/game/hitfx.lua:46: in function 'use' love.js:9:40605
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* engine/game/hitfx.lua:46: in function 'use' love.js:9:40605
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* enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
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* enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
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# Week 6 - 24/03/21 to 31/03/21
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Spent most of this week relaxing and ideaguying the next things I need to do. The reaction to the demo was already underwhelming but the reaction to the game reveal itself from the Internet at large was also fairly underwhelming.
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For BYTEPATH it was also like this and the 2 weeks of building wishlists were basically dead and I was only able to gain traction on release day, but for this game it seems even worse. Hopefully by the time release day comes people
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will respond better, otherwise this is a big GG and this game will just be played by like 100 people at most.
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This also further solidifies my previous thoughts that the 2 weeks delay from steam up to release is best thought of as non-existent. For this game I tried a 2 step process, work on a demo and release that with the game's reveal
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and steam page, and then finish the rest of the game after that. But the amount of work needed to do a proper reveal with trailers and playable demo was pretty large, and it didn't really amount to anything. The demo was too unfinished
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(and I knew it was) for any feedback to matter, and people just didn't respond at all to the game's reveal.
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So a better plan for future games might be to just make a game in 1-2 months, and then spend 1 week or so doing everything needed to put the page up, do it, and then move on to the next game while waiting the 2 weeks before
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release is possible. This also works better because it's very hard to switch from marketing mode back to development mode on the same project, whereas switching to a new project while waiting for those 2 weeks is probably
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more feasible.
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Whatever way it goes, here's my plan for what to do until release:
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1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all
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2. Prevent spawning of units that cost 3 on first level
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3. Prevent spawning of units that don't attack on first level
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4. Rework position based units so that position in the snake doesn't matter
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* Chronomancer: +10%/20%/30% attack speed to all allies
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* Psykeeper: stores damage taken by all allies up to 20% max HP and redistributes it as healing
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* Squire: +5%/10%/15% damage and defense to all allies
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5. Stat details to each unit when hovering over it in the party section
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6. Mini boss every 3rd level
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* This is just a special enemy with more HP and ability to buff nearby enemies with modifiers, no additional AI or attack patterns
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* ... aiming for ~5 different modifier combos that the boss uses
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7. Enemy modifiers
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* Grant nearby enemies a speed boost on death
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* Grant nearby enemies a damage boost on death
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* Explode into projectiles on death
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* Charge up and headbutt towards the player at increased speed and damage
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* Resistance to knockback
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* ... aiming for about 8-10 of these
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8. Additional characters and classes
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9. Lv.3 effects for every character
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* Classes
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* Ranger: chance to release a barrage on attack
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* Warrior: increased defense
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* Mage: decreased enemy defense
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* Nuker: increased area damage and size
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* Rogue: chance to crit
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* Healer: increased healing effectiveness
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* Enchanter: increased damage
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* Conjurer: increased summon damage and duration
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* Psyker: increased damage and health based on number of active sets
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* Trapper: release extra traps
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* Forcer: increased knockback force
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* Swarmer: increased critter health
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* Voider: increased damage over time
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* Characters
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* Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets
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* Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
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* Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact
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* Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
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* Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits
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* Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one
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* Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead
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* Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit
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* Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit
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* Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes
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* Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically
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* Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence
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* Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused
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* Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage
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* Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies
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* Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets
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* Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster
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* Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns
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* Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies
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* Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed
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* Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy
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* Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving - Lv.3: Electric Net - enemies caught take DoT
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* Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall
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* Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses
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* Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage
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* Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage
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* Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Infestation - spawn 3 small critters if the corruptor hits an enemy
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* Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit
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* Launcher [trapper, forcer]: creates a trap that launches enemies that trigger it - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy
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* Spiker [trapper, rogue]: creates a trap that crits when triggered - Lv.3: Caltrops - slows enemies hit and deals DoT
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* Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
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* Host [conjurer, swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
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* Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
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* Bane [swarmer, voider]: spawn a small critter periodically that explodes and deals DoT - Lv.3: Baneling Swarm - spawn 4 banelings instead
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* Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
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* Arbalester [ranger, forcer]: launches a massive arrow that pushes enemies back, ignoring knockback resistances - Lv.3: Ballista Sinistra - enemies hit by the arrow have massively decreased defense
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* Pirate [warrior, forcer]: launches a hook that captures nearby enemies and pulls them towards you - Lv.3: Jolly Roger - place a flag that grants gold based on number of enemies killed under its effect
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* Sapper [trapper, enchanter, healer]: creates a trap that steals health from enemies that trigger it and grants increased movement speed - Lv.3: when a sapper trap is triggered other nearby traps are triggered
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* Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
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* Burrower [trapper, swarmer]: creates a trap that contains 6 small critters which are released when triggered - Lv.3: Zergling Rush - triples the number of critters released
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* Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
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* Sets
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* Ranger = 8/8
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* Warrior = 8/8
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* Mage = 8/8
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* Rogue = 8/8
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* Nuker = 7/7
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* Conjurer = 5/5
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* Forcer = 5/5
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* Voider = 5/5
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* Psyker = 4/4
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* Healer = 5/5
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* Enchanter = 5/5
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* Trapper = 5/5
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* Swarmer = 5/5
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10. Items
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* Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles
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* Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units
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* Resonance: hitting walls has a chance of releasing projectiles
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* Wall Rider: hitting walls grants a speed buff for a small duration
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* Force Push: +25% knockback force
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* Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force
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* Centipede: +20% movement speed
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* Intimidation: enemies spawn with -20% max HP
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* Crucio: taking damage shares 2x the amount of HP you lost across all enemies
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* Amplify: all units that deal AoE damage gain +25% AoE damage
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* Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports)
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* Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage
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||||||
|
* Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports)
|
||||||
|
* Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance
|
||||||
|
* Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance
|
||||||
|
* Chain Reaction: projectiles that chain gain 25% damage with each chain
|
||||||
|
* Call of the Void: +25% DoT damage
|
||||||
|
* ... more ideas will come later I'm sure, aiming for 30 total items
|
||||||
|
11. Steam integration: achievements, etc
|
||||||
|
12. Hovering over a party member should show which set they belong to and vice-versa
|
||||||
|
13. Show a unit DPS list like Underlord's to the right side of the screen
|
||||||
|
14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit
|
||||||
|
15. GO button is grayed out and thus doesn't say it's meant to be clicked on
|
||||||
|
16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
|
||||||
|
17. Music for first 9-15 levels should be calm rather than upbeat
|
||||||
|
18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
|
||||||
|
19. Sage's pull force doesn't increase with unit level
|
||||||
|
20. Cleric's healing amount doesn't increase with unit level
|
||||||
|
21. Squire and Chronomancer's buffs don't increase with unit level
|
||||||
|
|
|
@ -58,9 +58,9 @@ function Seeker:on_collision_enter(other, contact)
|
||||||
|
|
||||||
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
|
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
|
||||||
if self.being_pushed and math.length(self:get_velocity()) > 60 then
|
if self.being_pushed and math.length(self:get_velocity()) > 60 then
|
||||||
other:hit(math.floor(self.dmg/4))
|
other:hit(math.floor(self.push_force/4))
|
||||||
self:hit(math.floor(self.dmg/2))
|
self:hit(math.floor(self.push_force/2))
|
||||||
other:push(random:float(10, 15), other:angle_to_object(self))
|
other:push(math.floor(self.push_force/2), other:angle_to_object(self))
|
||||||
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
|
HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
|
||||||
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
|
for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
|
||||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||||
|
@ -93,6 +93,7 @@ end
|
||||||
|
|
||||||
|
|
||||||
function Seeker:push(f, r)
|
function Seeker:push(f, r)
|
||||||
|
self.push_force = f
|
||||||
self.being_pushed = true
|
self.being_pushed = true
|
||||||
self.steering_enabled = false
|
self.steering_enabled = false
|
||||||
self:apply_impulse(f*math.cos(r), f*math.sin(r))
|
self:apply_impulse(f*math.cos(r), f*math.sin(r))
|
||||||
|
|
|
@ -2,6 +2,7 @@ local path = ...
|
||||||
if not path:find("init") then
|
if not path:find("init") then
|
||||||
binser = require(path .. ".binser")
|
binser = require(path .. ".binser")
|
||||||
mlib = require(path .. ".mlib")
|
mlib = require(path .. ".mlib")
|
||||||
if not web then clipper = require(path .. ".clipper") end
|
-- if not web then clipper = require(path .. ".clipper") end
|
||||||
ripple = require(path .. ".ripple")
|
ripple = require(path .. ".ripple")
|
||||||
|
steam = require 'luasteam'
|
||||||
end
|
end
|
||||||
|
|
|
@ -46,6 +46,7 @@ end
|
||||||
function engine_run(config)
|
function engine_run(config)
|
||||||
if not web then
|
if not web then
|
||||||
love.filesystem.setIdentity(config.game_name)
|
love.filesystem.setIdentity(config.game_name)
|
||||||
|
steam.init()
|
||||||
|
|
||||||
local _, _, flags = love.window.getMode()
|
local _, _, flags = love.window.getMode()
|
||||||
local window_width, window_height = love.window.getDesktopDimensions(flags.display)
|
local window_width, window_height = love.window.getDesktopDimensions(flags.display)
|
||||||
|
@ -112,6 +113,7 @@ function engine_run(config)
|
||||||
for name, a, b, c, d, e, f in love.event.poll() do
|
for name, a, b, c, d, e, f in love.event.poll() do
|
||||||
if name == "quit" then
|
if name == "quit" then
|
||||||
if not love.quit or not love.quit() then
|
if not love.quit or not love.quit() then
|
||||||
|
steam.shutdown()
|
||||||
return a or 0
|
return a or 0
|
||||||
end
|
end
|
||||||
elseif name == "keypressed" then input.keyboard_state[a] = true; input.last_key_pressed = a
|
elseif name == "keypressed" then input.keyboard_state[a] = true; input.last_key_pressed = a
|
||||||
|
@ -128,6 +130,7 @@ function engine_run(config)
|
||||||
|
|
||||||
if love.timer then dt = love.timer.step() end
|
if love.timer then dt = love.timer.step() end
|
||||||
|
|
||||||
|
steam.runCallbacks()
|
||||||
accumulator = accumulator + dt
|
accumulator = accumulator + dt
|
||||||
while accumulator >= fixed_dt do
|
while accumulator >= fixed_dt do
|
||||||
frame = frame + 1
|
frame = frame + 1
|
||||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,12 @@
|
||||||
|
call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!steam -xr!.git -xr!*.moon -xr!conf.lua
|
||||||
|
rename %1.zip %1.love
|
||||||
|
copy /b "love.exe"+"%1.love" "%1.exe"
|
||||||
|
del %1.love
|
||||||
|
mkdir %1
|
||||||
|
for %%I in (*.dll) do copy %%I %1\
|
||||||
|
for %%I in (*.txt) do copy %%I %1\
|
||||||
|
copy %1.exe %1\
|
||||||
|
del %1.exe
|
||||||
|
copy %1\ ..\..\steam\ContentBuilder\content\
|
||||||
|
del /q %1\
|
||||||
|
rmdir /q %1\
|
|
@ -1,4 +1,4 @@
|
||||||
call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!.git -xr!*.moon -xr!conf.lua
|
call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!steam -xr!.git -xr!*.moon -xr!conf.lua
|
||||||
rename %1.zip %1.love
|
rename %1.zip %1.love
|
||||||
copy /b "love.exe"+"%1.love" "%1.exe"
|
copy /b "love.exe"+"%1.love" "%1.exe"
|
||||||
del %1.love
|
del %1.love
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1 @@
|
||||||
|
915310
|
|
@ -0,0 +1,10 @@
|
||||||
|
"lang"
|
||||||
|
{
|
||||||
|
"english"
|
||||||
|
{
|
||||||
|
"tokens"
|
||||||
|
{
|
||||||
|
"#StatusFull" "%text%"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
31
main.lua
31
main.lua
|
@ -1,4 +1,3 @@
|
||||||
web = true
|
|
||||||
require 'engine'
|
require 'engine'
|
||||||
require 'shared'
|
require 'shared'
|
||||||
require 'arena'
|
require 'arena'
|
||||||
|
@ -17,6 +16,8 @@ function init()
|
||||||
input:bind('move_down', {'s', 'down'})
|
input:bind('move_down', {'s', 'down'})
|
||||||
input:bind('enter', {'space', 'return'})
|
input:bind('enter', {'space', 'return'})
|
||||||
|
|
||||||
|
music.volume = 0
|
||||||
|
|
||||||
local s = {tags = {sfx}}
|
local s = {tags = {sfx}}
|
||||||
ui_hover1 = Sound('bamboo_hit_by_lord.ogg', s)
|
ui_hover1 = Sound('bamboo_hit_by_lord.ogg', s)
|
||||||
ui_switch1 = Sound('Switch.ogg', s)
|
ui_switch1 = Sound('Switch.ogg', s)
|
||||||
|
@ -409,13 +410,26 @@ function init()
|
||||||
main = Main()
|
main = Main()
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
main:go_to('buy_screen', 0, {})
|
main:go_to('buy_screen', 0, {})
|
||||||
|
--[[
|
||||||
|
main:add(Arena'arena')
|
||||||
|
main:go_to('arena', 18, {
|
||||||
|
{character = 'scout', level = 3},
|
||||||
|
{character = 'engineer', level = 3},
|
||||||
|
{character = 'wizard', level = 3},
|
||||||
|
{character = 'swordsman', level = 3},
|
||||||
|
{character = 'outlaw', level = 3},
|
||||||
|
{character = 'archer', level = 3},
|
||||||
|
{character = 'cannoneer', level = 3},
|
||||||
|
{character = 'spellblade', level = 3},
|
||||||
|
})
|
||||||
|
]]--
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function update(dt)
|
function update(dt)
|
||||||
main:update(dt)
|
main:update(dt)
|
||||||
|
|
||||||
if input.s.pressed then
|
if input.n.pressed then
|
||||||
if sfx.volume == 0.5 then
|
if sfx.volume == 0.5 then
|
||||||
sfx.volume = 0
|
sfx.volume = 0
|
||||||
elseif sfx.volume == 0 then
|
elseif sfx.volume == 0 then
|
||||||
|
@ -430,6 +444,13 @@ function update(dt)
|
||||||
music.volume = 0.5
|
music.volume = 0.5
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if input.k.pressed then
|
||||||
|
print(steam.user.getPlayerSteamLevel())
|
||||||
|
print(steam.user.getSteamID())
|
||||||
|
print(steam.friends.getFriendPersonaName(steam.user.getSteamID()))
|
||||||
|
print(steam.utils.getAppID())
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -442,8 +463,8 @@ end
|
||||||
|
|
||||||
function love.run()
|
function love.run()
|
||||||
return engine_run({
|
return engine_run({
|
||||||
game_name = 'SNAKRX',
|
game_name = 'SNKRX',
|
||||||
window_width = 480*2,
|
window_width = 480*3,
|
||||||
window_height = 270*2,
|
window_height = 270*3,
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
@ -0,0 +1,3 @@
|
||||||
|
Release Patch Notes
|
||||||
|
|
||||||
|
|
2
run.sh
2
run.sh
|
@ -1,4 +1,4 @@
|
||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
cd E:/a327ex/SNKRX # change to the directory of the current project
|
cd E:/a327ex/SNKRX
|
||||||
engine/love/love.exe --console .
|
engine/love/love.exe --console .
|
||||||
|
|
196
todo
196
todo
|
@ -1,84 +1,136 @@
|
||||||
Trailer:
|
1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all
|
||||||
1
|
2. Prevent spawning of units that cost 3 on first level
|
||||||
01:31
|
3. Prevent spawning of units that don't attack on first level
|
||||||
03:37
|
|
||||||
05:45
|
|
||||||
06:44
|
|
||||||
07:50
|
|
||||||
14:07
|
|
||||||
2
|
|
||||||
01:01
|
|
||||||
05:21
|
|
||||||
08:02
|
|
||||||
10:40
|
|
||||||
11:55
|
|
||||||
27:00 wall bump
|
|
||||||
27:17
|
|
||||||
3
|
|
||||||
00:23
|
|
||||||
12:12
|
|
||||||
4
|
|
||||||
02:30
|
|
||||||
5
|
|
||||||
01:00
|
|
||||||
03:36
|
|
||||||
07:07
|
|
||||||
6
|
|
||||||
00:14
|
|
||||||
03:45
|
|
||||||
04:29
|
|
||||||
06:19
|
|
||||||
09:40
|
|
||||||
10:27
|
|
||||||
12:51
|
|
||||||
13:51
|
|
||||||
15:12 fast buy
|
|
||||||
|
|
||||||
|
4. Rework position based units so that position in the snake doesn't matter
|
||||||
|
Chronomancer: +10%/20%/30% attack speed to all allies
|
||||||
|
Psykeeper: stores damage taken by all allies up to 20% max HP and redistributes it as healing
|
||||||
|
Squire: +5%/10%/15% damage and defense to all allies
|
||||||
|
|
||||||
Mini Boss every 3rd level
|
5. Stat details to each unit when hovering over it in the party section
|
||||||
Show a unit DPS list like Underlord's to the right side of the screen
|
|
||||||
About 20-30 passive items that can be collected every 3 levels
|
|
||||||
Lv.3 effects for every character
|
|
||||||
|
|
||||||
Boss ideas
|
6. Mini boss every 3rd level
|
||||||
Pretends to be dead, grants speed buffs to enemies after death, especially if the round has gone on for too long which means the player is surviving with 1 unit
|
This is just a special enemy with more HP and ability to buff nearby enemies with modifiers, no additional AI or attack patterns
|
||||||
|
... aiming for ~5 different modifier combos that the boss uses
|
||||||
|
|
||||||
Classes and characters
|
7. Enemy modifiers
|
||||||
Trapper: releases +1 trap
|
|
||||||
Plague Doctor [trapper, nuker]: releases an area that deals 6 AoE DoT
|
|
||||||
Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving
|
|
||||||
|
|
||||||
Lich [mage, enchanter]: nearby enemies have decreased movement speed
|
|
||||||
|
|
||||||
Items
|
|
||||||
Resonance: hitting walls has a chance of releasing projectiles
|
|
||||||
Ouroboros Technique: rotating around yourself makes every unit release projectiles
|
|
||||||
AoE 1: all units that deal AoE damage have increased stat
|
|
||||||
AoE 2: increased stat if all your units that deal damage deal AoE damage
|
|
||||||
Proj 1: all units that release projectiles have increased stat
|
|
||||||
Proj 2: increased stat if all your units that deal damage release projectiles
|
|
||||||
Wallrider: hitting walls grants a speed buff for a small duration
|
|
||||||
|
|
||||||
Enemy modifiers
|
|
||||||
Grant nearby enemies a speed boost on death
|
Grant nearby enemies a speed boost on death
|
||||||
Grant nearby enemies a damage boost on death
|
Grant nearby enemies a damage boost on death
|
||||||
Explode into projectiles on death
|
Explode into projectiles on death
|
||||||
Charge up and headbutt towards the player at increased speed and damage
|
Charge up and headbutt towards the player at increased speed and damage
|
||||||
Immune to knockback
|
Resistance to knockback
|
||||||
|
... aiming for about 8-10 of these
|
||||||
|
|
||||||
UI
|
8. Additional characters and classes
|
||||||
Highlight units of a class when hovering over the class icon in the "sets" section
|
9. Lv.3 effects for every character
|
||||||
Add stat details to each unit when hovering over it in the "party" section
|
Classes
|
||||||
|
Ranger: chance to release a barrage on attack
|
||||||
|
Warrior: increased defense
|
||||||
|
Mage: decreased enemy defense
|
||||||
|
Nuker: increased area damage and size
|
||||||
|
Rogue: chance to crit
|
||||||
|
Healer: increased healing effectiveness
|
||||||
|
Enchanter: increased damage
|
||||||
|
Conjurer: increased summon damage and duration
|
||||||
|
Psyker: increased damage and health based on number of active sets
|
||||||
|
Trapper: release extra traps
|
||||||
|
Forcer: increased knockback force
|
||||||
|
Swarmer: increased critter health
|
||||||
|
Voider: increased damage over time
|
||||||
|
Characters
|
||||||
|
Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets
|
||||||
|
Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
|
||||||
|
Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact
|
||||||
|
Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
|
||||||
|
Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits
|
||||||
|
Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one
|
||||||
|
Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead
|
||||||
|
Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit
|
||||||
|
Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit
|
||||||
|
Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes
|
||||||
|
Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically
|
||||||
|
Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence
|
||||||
|
Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused
|
||||||
|
Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage
|
||||||
|
Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies
|
||||||
|
Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets
|
||||||
|
Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster
|
||||||
|
Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns
|
||||||
|
Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies
|
||||||
|
Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed
|
||||||
|
Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy
|
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|
Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving - Lv.3: Electric Net - enemies caught take DoT
|
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Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall
|
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|
Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses
|
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|
Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage
|
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Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage
|
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Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Infestation - spawn 3 small critters if the corruptor hits an enemy
|
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|
Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit
|
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Launcher [trapper, forcer]: creates a trap that launches enemies that trigger it - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy
|
||||||
|
Spiker [trapper, rogue]: creates a trap that crits when triggered - Lv.3: Caltrops - slows enemies hit and deals DoT
|
||||||
|
Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
|
||||||
|
Host [conjurer, swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
|
||||||
|
Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
|
||||||
|
Bane [swarmer, voider]: spawn a small critter periodically that explodes and deals DoT - Lv.3: Baneling Swarm - spawn 4 banelings instead
|
||||||
|
Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
|
||||||
|
Arbalester [ranger, forcer]: launches a massive arrow that pushes enemies back, ignoring knockback resistances - Lv.3: Ballista Sinistra - enemies hit by the arrow have massively decreased defense
|
||||||
|
Pirate [warrior, forcer]: launches a hook that captures nearby enemies and pulls them towards you - Lv.3: Jolly Roger - place a flag that grants gold based on number of enemies killed under its effect
|
||||||
|
Sapper [trapper, enchanter, healer]: creates a trap that steals health from enemies that trigger it and grants increased movement speed - Lv.3: when a sapper trap is triggered other nearby traps are triggered
|
||||||
|
Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
|
||||||
|
Burrower [trapper, swarmer]: creates a trap that contains 6 small critters which are released when triggered - Lv.3: Zergling Rush - triples the number of critters released
|
||||||
|
Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
|
||||||
|
Sets
|
||||||
|
Ranger = 8/8
|
||||||
|
Warrior = 8/8
|
||||||
|
Mage = 8/8
|
||||||
|
Rogue = 8/8
|
||||||
|
Nuker = 7/7
|
||||||
|
Conjurer = 5/5
|
||||||
|
Forcer = 5/5
|
||||||
|
Voider = 5/5
|
||||||
|
Psyker = 4/4
|
||||||
|
Healer = 5/5
|
||||||
|
Enchanter = 5/5
|
||||||
|
Trapper = 5/5
|
||||||
|
Swarmer = 5/5
|
||||||
|
|
||||||
Balance
|
10. Items
|
||||||
More damage to AoE units with big cooldowns
|
Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles
|
||||||
Warriors that deal AoE damage should deal extra damage based on number of enemies hit
|
Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units
|
||||||
|
Resonance: hitting walls has a chance of releasing projectiles
|
||||||
|
Wall Rider: hitting walls grants a speed buff for a small duration
|
||||||
|
Force Push: +25% knockback force
|
||||||
|
Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force
|
||||||
|
Centipede: +20% movement speed
|
||||||
|
Intimidation: enemies spawn with -20% max HP
|
||||||
|
Crucio: taking damage shares 2x the amount of HP you lost across all enemies
|
||||||
|
Amplify: all units that deal AoE damage gain +25% AoE damage
|
||||||
|
Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports)
|
||||||
|
Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage
|
||||||
|
Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports)
|
||||||
|
Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance
|
||||||
|
Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance
|
||||||
|
Chain Reaction: projectiles that chain gain 25% damage with each chain
|
||||||
|
Call of the Void: +25% DoT damage
|
||||||
|
... more ideas will come later I'm sure, aiming for 30 total items
|
||||||
|
|
||||||
Bugs
|
11. Steam integration: achievements, etc
|
||||||
Squire and Chronomancer don't affect leader
|
12. Hovering over a party member should show which set they belong to and vice-versa
|
||||||
Sage's pull force doesn't increase with unit level
|
13. Show a unit DPS list like Underlord's to the right side of the screen
|
||||||
Cleric's healing amount doesn't increase with unit level
|
14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit
|
||||||
Squire and Chronomancer's buffs don't increase with unit level
|
15. GO button is grayed out and thus doesn't say it's meant to be clicked on
|
||||||
|
16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
|
||||||
|
17. Music for first 9-15 levels should be calm rather than upbeat
|
||||||
|
18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
|
||||||
|
19. Sage's pull force doesn't increase with unit level
|
||||||
|
20. Cleric's healing amount doesn't increase with unit level
|
||||||
|
21. Squire and Chronomancer's buffs don't increase with unit level
|
||||||
|
|
||||||
|
Boss ideas
|
||||||
|
Pretends to be dead, grants speed buffs to enemies after death, especially if the round has gone on for too long which means the player is surviving with 1 unit
|
||||||
|
|
||||||
|
Map modifiers
|
||||||
|
Wall spikes: walls damage you when you hit it
|
||||||
|
|
||||||
Engine improvements for after SNKRX release
|
Engine improvements for after SNKRX release
|
||||||
on_hit:
|
on_hit:
|
||||||
|
@ -86,3 +138,7 @@ Engine improvements for after SNKRX release
|
||||||
This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged
|
This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged
|
||||||
Spurred by Wall needing to have its own on_hit function to do something when the player hits it, without having to change player code for all Walls,
|
Spurred by Wall needing to have its own on_hit function to do something when the player hits it, without having to change player code for all Walls,
|
||||||
Defining on_hit on the Wall creation call for that specific Wall, and thus that specific Wall will have this behavior while other walls won't
|
Defining on_hit on the Wall creation call for that specific Wall, and thus that specific Wall will have this behavior while other walls won't
|
||||||
|
release tool:
|
||||||
|
Build a command line tool that creates projects and builds them up for release automatically on Windows, Web and Steam
|
||||||
|
All the steps for this are listed on the readme and everything about it that can be automated should
|
||||||
|
Ideally the user should run one command for creating a project and one for building it for each platform
|
||||||
|
|
Loading…
Reference in New Issue