master
a327ex 2021-03-15 17:54:22 -03:00
parent bb737a618e
commit 4ddee5119c
8 changed files with 132 additions and 39 deletions

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@ -73,7 +73,7 @@ function Arena:on_enter(from, level, units)
3, 3, 3, random:int(3, 4), 3, 3, 3, random:int(3, 4),
4, 4, 4, 4, random:int(4, 5), 4, 4, 4, 4, random:int(4, 5),
5, 5, 5, 5, 5, random:int(5, 6), 5, 5, 5, 5, 5, random:int(5, 6),
6, 7, 8, 9, 9, 10 6, 7, 8, 9, 9, 10, 12
} }
self.max_waves = self.level_to_max_waves[self.level] self.max_waves = self.level_to_max_waves[self.level]
self.wave = 0 self.wave = 0
@ -108,7 +108,7 @@ function Arena:on_enter(from, level, units)
16, 16, 18, random:int(18, 20), 16, 16, 18, random:int(18, 20),
20, 20, 20, 20, random:int(20, 22), 20, 20, 20, 20, random:int(20, 22),
22, 22, 22, 22, 22, random:int(22, 24), 22, 22, 22, 22, 22, random:int(22, 24),
24, 26, 28, 30, 30, 32 24, 26, 28, 30, 30, 32, 40
} }
self.enemies_killed = 0 self.enemies_killed = 0
self.enemies_to_kill = self.level_to_enemies_to_kill[self.level] self.enemies_to_kill = self.level_to_enemies_to_kill[self.level]
@ -139,7 +139,7 @@ function Arena:on_enter(from, level, units)
25, 25, 25, random:int(25, 30), 25, 25, 25, random:int(25, 30),
30, 30, 30, 30, random:int(30, 35), 30, 30, 30, 30, random:int(30, 35),
35, 35, 35, 35, 35, random:int(35, 40), 35, 35, 35, 35, 35, random:int(35, 40),
40, 45, 50, 55, 55, 60 40, 45, 50, 55, 55, 60, 80
} }
self.time_left = self.level_to_time_left[self.level] self.time_left = self.level_to_time_left[self.level]
self.start_time = 3 self.start_time = 3
@ -244,14 +244,14 @@ function Arena:update(dt)
self.effects:update(dt*slow_amount) self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount) self.ui:update(dt*slow_amount)
if self.can_quit and #self.main:get_objects_by_classes(self.enemies) <= 0 then if self.can_quit and #self.main:get_objects_by_classes(self.enemies) <= 0 and not self.transitioning then
self.can_quit = false self.can_quit = false
self.transitioning = true self.transitioning = true
local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2]) local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
print(gold_gained)
gold = gold + gold_gained gold = gold + gold_gained
if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
self.t:after(3, function() self.t:after(3, function()
self.transitioning = false
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t) TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t)
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
@ -349,6 +349,7 @@ function Arena:die()
self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, sx = 0.7, sy = 0.7, lines = { self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, sx = 0.7, sy = 0.7, lines = {
{text = '[wavy_mid, light_bg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'}, {text = '[wavy_mid, light_bg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'},
{text = '[wavy_mid, light_bg]r - start new run', font = fat_font, alignment = 'center'}, {text = '[wavy_mid, light_bg]r - start new run', font = fat_font, alignment = 'center'},
{text = '[wavy_mid, light_bg]w - wishlist on steam', font = fat_font, alignment = 'center'},
}} }}
end) end)
end end

View File

@ -47,13 +47,14 @@ function BuyScreen:on_enter(from, level, units)
self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags) self.party_text = Text({{text = '[wavy_mid, fg]party', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.sets_text = Text({{text = '[wavy_mid, fg]sets', font = pixul_font, alignment = 'center'}}, global_text_tags) self.sets_text = Text({{text = '[wavy_mid, fg]sets', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags) self.items_text = Text({{text = '[wavy_mid, fg]items', font = pixul_font, alignment = 'center'}}, global_text_tags)
self.under_text = Text2{group = self.main, x = 140, y = gh - 60, r = -math.pi/48, lines = { self.under_text = Text2{group = self.main, x = 140, y = gh - 55, r = -math.pi/48, lines = {
{text = '[light_bg]under', font = fat_font, alignment = 'center'}, {text = '[light_bg]under', font = fat_font, alignment = 'center'},
{text = '[light_bg]construction', font = fat_font, alignment = 'center'}, {text = '[light_bg]construction', font = fat_font, alignment = 'center'},
}} }}
if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self} GoButton{group = self.main, x = gw - 30, y = gh - 20, parent = self}
WishlistButton{group = self.main, x = gw - 147, y = gh - 20, parent = self}
end end
@ -175,6 +176,54 @@ end
WishlistButton = Object:extend()
WishlistButton:implement(GameObject)
function WishlistButton:init(args)
self:init_game_object(args)
self.shape = Rectangle(self.x, self.y, 110, 18)
self.interact_with_mouse = true
self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags)
end
function WishlistButton:update(dt)
self:update_game_object(dt)
if self.selected and input.m1.pressed then
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.spring:pull(0.2, 200, 10)
self.selected = true
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
system.open_url'https://store.steampowered.com/app/760330/BYTEPATH/'
end
end
function WishlistButton:draw()
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.y)
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 4, 4, self.selected and fg[0] or bg[1])
self.text:draw(self.x, self.y + 1)
graphics.pop()
end
function WishlistButton:on_mouse_enter()
ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
self.selected = true
self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}}
self.spring:pull(0.2, 200, 10)
end
function WishlistButton:on_mouse_exit()
self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}
self.selected = false
end
GoButton = Object:extend() GoButton = Object:extend()
GoButton:implement(GameObject) GoButton:implement(GameObject)
function GoButton:init(args) function GoButton:init(args)

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@ -395,3 +395,15 @@ spawned by the level. He can also grant modifiers to enemies. Upon completing su
* Trapper: releases +1 trap * Trapper: releases +1 trap
* Plague Doctor [trapper, nuker]: releases an area that deals 6 AoE DoT * 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 * Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving
# Day 27 - 15/03/21
Mostly done with balance tuning. Now all that's left are some final details:
* Pausing
* Muting sound/music
* Music + pitch
* Win screen
* W to wishlist
* R to restart
* Unit death sound

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@ -152,3 +152,8 @@ end
function system.remove(path) function system.remove(path)
os.remove(path) os.remove(path)
end end
function system.open_url(url)
love.system.openURL(url)
end

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@ -346,36 +346,36 @@ function init()
} }
level_to_tier_weights = { level_to_tier_weights = {
[1] = {100, 0, 0}, [1] = {85, 10, 5},
[2] = {95, 5, 0}, [2] = {80, 15, 5},
[3] = {90, 10, 0}, [3] = {75, 20, 5},
[4] = {85, 15, 0}, [4] = {70, 20, 10},
[5] = {80, 20, 0}, [5] = {70, 20, 10},
[6] = {75, 25, 0}, [6] = {65, 25, 10},
[7] = {70, 30, 0}, [7] = {60, 25, 15},
[8] = {65, 35, 0}, [8] = {60, 25, 15},
[9] = {60, 40, 0}, [9] = {55, 30, 15},
[10] = {55, 45, 0}, [10] = {50, 30, 20},
[11] = {50, 50, 0}, [11] = {50, 30, 20},
[12] = {45, 50, 5}, [12] = {50, 30, 20},
[13] = {40, 50, 10}, [13] = {45, 30, 25},
[14] = {35, 50, 15}, [14] = {40, 35, 25},
[15] = {30, 50, 20}, [15] = {35, 40, 25},
[16] = {25, 50, 25}, [16] = {30, 40, 30},
[17] = {20, 55, 25}, [17] = {25, 45, 30},
[18] = {15, 60, 25}, [18] = {20, 50, 30},
[19] = {10, 65, 25}, [19] = {15, 50, 35},
[20] = {5, 70, 25}, [20] = {10, 55, 35},
[21] = {0, 75, 25}, [21] = {5, 60, 35},
[22] = {0, 70, 30}, [22] = {5, 55, 40},
[23] = {0, 65, 35}, [23] = {5, 55, 40},
[24] = {0, 60, 40}, [24] = {0, 55, 45},
[25] = {0, 55, 45}, [25] = {0, 50, 50},
} }
level_to_gold_gained = { level_to_gold_gained = {
[1] = {1, 1}, [1] = {2, 2},
[2] = {1, 2}, [2] = {2, 2},
[3] = {2, 3}, [3] = {2, 3},
[4] = {2, 3}, [4] = {2, 3},
[5] = {3, 5}, [5] = {3, 5},

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@ -203,10 +203,10 @@ function Unit:calculate_stats(first_run)
self.base_mvspd = 75 self.base_mvspd = 75
elseif self:is(Seeker) then elseif self:is(Seeker) then
local x = self.level local x = self.level
local y = {0, 1, 4, 2, 3, 6, 3, 4, 8, 4, 5, 10, 5, 6, 12, 7, 8, 15, 9, 10, 18, 14, 15, 24, 25} local y = {0, 1, 4, 2, 3, 6, 3, 5, 9, 4, 6, 11, 7, 9, 15, 8, 10, 18, 9, 11, 21, 14, 15, 24, 25}
self.base_hp = 50 + 40*y[x] self.base_hp = 50 + 60*y[x]
self.base_dmg = 10 + 20*y[x] self.base_dmg = 10 + 40*y[x]
self.base_mvspd = 70 + 7*y[x] self.base_mvspd = 70 + 10*y[x]
elseif self:is(Saboteur) then elseif self:is(Saboteur) then
self.base_hp = 100*math.pow(2, self.level-1) self.base_hp = 100*math.pow(2, self.level-1)
self.base_dmg = 10*math.pow(2, self.level-1) self.base_dmg = 10*math.pow(2, self.level-1)

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@ -124,7 +124,7 @@ function Player:init(args)
self.classes = character_classes.elementor self.classes = character_classes.elementor
self.attack_sensor = Circle(self.x, self.y, 128) self.attack_sensor = Circle(self.x, self.y, 128)
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() self.t:cooldown(7, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies) local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
if enemy then if enemy then
self:attack(128, {x = enemy.x, y = enemy.y}) self:attack(128, {x = enemy.x, y = enemy.y})
@ -911,7 +911,11 @@ function Area:init(args)
self.shape = Rectangle(self.x, self.y, 1.5*self.w, 1.5*self.w, self.r) self.shape = Rectangle(self.x, self.y, 1.5*self.w, 1.5*self.w, self.r)
local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies) local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
for _, enemy in ipairs(enemies) do for _, enemy in ipairs(enemies) do
if self.character == 'elementor' then
enemy:hit(2*self.dmg)
else
enemy:hit(self.dmg) enemy:hit(self.dmg)
end
HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1} HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end for i = 1, 2 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end

22
todo 100644
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@ -0,0 +1,22 @@
-- POST DEMO --
Mini Boss every 3rd level
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
Classes and characters
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
Enemy modifiers
Grant nearby enemies a speed boost on death
Grant nearby enemies a damage boost on death
Explode into projectiles on death
Charge up and headbutt towards the player at increased speed and damage
Immune to knockback