Day 28
parent
4ddee5119c
commit
bafd765ab3
100
arena.lua
100
arena.lua
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@ -113,6 +113,7 @@ function Arena:on_enter(from, level, units)
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self.enemies_killed = 0
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self.enemies_to_kill = self.level_to_enemies_to_kill[self.level]
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self.enemy_spawn_delay = 8
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self.enemies_spawned = 0
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self.start_time = 3
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self.t:after(1, function()
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self.t:every(1, function()
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@ -171,7 +172,7 @@ function Arena:on_enter(from, level, units)
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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 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]n - 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]s - 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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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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@ -233,7 +234,76 @@ end
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function Arena:update(dt)
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if input.escape.pressed and not self.transitioning then
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if not self.paused then
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trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function()
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slow_amount = 0
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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_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_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_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_t7 = Text2{group = self.ui, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]w - wishlist on steam', font = fat_font, alignment = 'center'}}}
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end, 'pause')
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else
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trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
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slow_amount = 1
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self.paused = false
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self.paused_t1.dead = true
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self.paused_t2.dead = true
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self.paused_t3.dead = true
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self.paused_t4.dead = true
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self.paused_t5.dead = true
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self.paused_t6.dead = true
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self.paused_t7.dead = true
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self.paused_t1 = nil
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self.paused_t2 = nil
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self.paused_t3 = nil
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self.paused_t4 = nil
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self.paused_t5 = nil
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self.paused_t6 = nil
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self.paused_t7 = nil
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end, 'pause')
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end
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end
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if self.paused or self.died and not self.transitioning then
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if input.r.pressed then
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self.transitioning = true
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ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = fg[0], transition_action = function()
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slow_amount = 1
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gold = 2
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cascade_instance:stop()
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', 0, {})
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end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end
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if input.w.pressed then
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
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end
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end
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if input.w.pressed and self.won then
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
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end
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self:update_game_object(dt*slow_amount)
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cascade_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1)
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if input.k.pressed then
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local enemies = self.main:get_objects_by_classes(self.enemies)
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for _, enemy in ipairs(enemies) do enemy:hit(1000000000000) end
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end
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if self.enchanter_level == 1 then self.enchanter_dmg_m = 1.25
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else self.enchanter_dmg_m = 1 end
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@ -248,8 +318,25 @@ function Arena:update(dt)
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self.can_quit = false
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self.transitioning = true
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local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
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print(gold_gained)
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gold = gold + gold_gained
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if self.level == 25 then
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if not self.win_text and not self.win_text2 then
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self.won = true
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camera.x, camera.y = gw/2, gh/2
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self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 64, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
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self.t:after(2.5, function()
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self.win_text2 = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, lines = {
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{text = "[fg]you've beaten the demo!", font = pixul_font, alignment = 'center', height_multiplier = 1.2},
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{text = "[fg]the game's full version is coming in a few weeks,", font = pixul_font, alignment = 'center', height_multiplier = 1.2},
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{text = "[fg]so if you liked the game, make sure to wishlist it!", font = pixul_font, alignment = 'center', height_multiplier = 5},
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{text = "[wavy_mid, fg]thanks for playing!", font = pixul_font, alignment = 'center'},
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}}
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WishlistButton{group = self.ui, x = gw/2, y = gh/2 + 30, w_to_wishlist = true}
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end)
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end
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else
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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
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self.t:after(3, function()
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ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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@ -287,6 +374,7 @@ function Arena:update(dt)
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}, global_text_tags)}
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end, 'transition')
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end
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end
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end
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@ -339,14 +427,14 @@ end
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function Arena:die()
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if not self.died_text then
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if not self.died_text and not self.won then
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self.died = true
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self.t:tween(2, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
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self.died_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 32, lines = {
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{text = '[wavy_mid, cbyc]you died...', font = fat_font, alignment = 'center', height_multiplier = 1.25},
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}}
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self.t:after(2, function()
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self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 16, sx = 0.7, sy = 0.7, lines = {
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self.death_info_text = Text2{group = self.ui, x = gw/2, y = gh/2 + 24, sx = 0.7, sy = 0.7, lines = {
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{text = '[wavy_mid, light_bg]level reached: [wavy_mid, yellow]' .. self.level, font = fat_font, alignment = 'center'},
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{text = '[wavy_mid, light_bg]r - start new run', font = fat_font, alignment = 'center'},
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{text = '[wavy_mid, light_bg]w - wishlist on steam', font = fat_font, alignment = 'center'},
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@ -411,6 +499,10 @@ function Arena:spawn_n_enemies(p, j, n)
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n = n or 4
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self.last_spawn_enemy_time = love.timer.getTime()
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self.t:every(0.1, function()
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if self.win_condition == 'enemy_kill' then
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if self.enemies_spawned >= math.floor(1.4*self.enemies_to_kill) then return end
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self.enemies_spawned = self.enemies_spawned + 1
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end
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local o = self.spawn_offsets[(self.t:get_every_iteration('spawn_enemies_' .. j) % 5) + 1]
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SpawnEffect{group = self.effects, x = p.x + o.x, y = p.y + o.y, action = function(x, y)
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spawn1:play{pitch = random:float(0.8, 1.2), volume = 0.15}
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Binary file not shown.
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@ -32,6 +32,7 @@ function BuyScreen:on_enter(from, level, units)
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camera.x, camera.y = gw/2, gh/2
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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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self.level = 1
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self.first_screen = true
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end
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@ -60,6 +61,8 @@ end
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function BuyScreen:update(dt)
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self:update_game_object(dt*slow_amount)
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cascade_instance.pitch = 1
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self.main:update(dt*slow_amount)
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self.effects:update(dt*slow_amount)
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self.ui:update(dt*slow_amount)
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@ -180,9 +183,14 @@ WishlistButton = Object:extend()
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WishlistButton:implement(GameObject)
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function WishlistButton:init(args)
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self:init_game_object(args)
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self.shape = Rectangle(self.x, self.y, 110, 18)
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self.interact_with_mouse = true
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if self.w_to_wishlist then
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self.shape = Rectangle(self.x, self.y, 85, 18)
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self.text = Text({{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}, global_text_tags)
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else
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self.shape = Rectangle(self.x, self.y, 110, 18)
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self.text = Text({{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}, global_text_tags)
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end
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end
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@ -194,7 +202,7 @@ function WishlistButton:update(dt)
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self.spring:pull(0.2, 200, 10)
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self.selected = true
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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system.open_url'https://store.steampowered.com/app/760330/BYTEPATH/'
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system.open_url'https://store.steampowered.com/app/915310/SNKRX/'
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end
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end
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@ -211,13 +219,21 @@ function WishlistButton:on_mouse_enter()
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ui_hover1:play{pitch = random:float(1.3, 1.5), volume = 0.5}
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pop2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.selected = true
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if self.w_to_wishlist then
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self.text:set_text{{text = '[fgm5]w to wishlist', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[fgm5]wishlist on steam', font = pixul_font, alignment = 'center'}}
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end
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self.spring:pull(0.2, 200, 10)
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end
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function WishlistButton:on_mouse_exit()
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if self.w_to_wishlist then
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self.text:set_text{{text = '[bg10]w to wishlist', font = pixul_font, alignment = 'center'}}
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else
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self.text:set_text{{text = '[bg10]wishlist on steam', font = pixul_font, alignment = 'center'}}
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end
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self.selected = false
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end
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@ -406,4 +406,10 @@ Mostly done with balance tuning. Now all that's left are some final details:
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* Win screen
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* W to wishlist
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* R to restart
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* Unit death sound
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* Allied unit death sound
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# Day 28 - 16/03/21
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The demo is finally 100% complete. Now tomorrow I'll spend some time recording gameplay and hopefully finishing the trailer. After that I can start working on the steam page.
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If I have it done by tomorrow and Valve takes 5 business days to approve the store page I should have everything ready by the 25th. And then I can release the game 14 days after that, which would be the 8th of April.
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I definitely want to release it around that time, before the 15th because then I will have completed the game in less than 60 days which is my limit, although I should probably aim for 40 days going forward.
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@ -58,8 +58,8 @@ function Seeker:on_collision_enter(other, contact)
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elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
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if self.being_pushed and math.length(self:get_velocity()) > 60 then
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other:hit(5)
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self:hit(10)
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other:hit(math.floor(self.dmg/2))
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self:hit(self.dmg)
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other:push(random:float(10, 15), other:angle_to_object(self))
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HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}
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for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end
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39
main.lua
39
main.lua
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@ -37,7 +37,8 @@ function init()
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arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s)
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hit1 = Sound('Player Takes Damage 17.ogg', s)
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hit2 = Sound('Body Head (Headshot) 1.ogg', s)
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hit3 = Sound('Kick 16.ogg', s)
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hit3 = Sound('Kick 16_1.ogg', s)
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hit4 = Sound('Kick 16_2.ogg', s)
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proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s)
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enemy_die1 = Sound('Bloody punches 7.ogg', s)
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enemy_die2 = Sound('Bloody punches 10.ogg', s)
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@ -77,6 +78,7 @@ function init()
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turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s)
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rogue_crit1 = Sound('Dagger Stab (Flesh) 4.ogg', s)
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rogue_crit2 = Sound('Sword hits another sword 6.ogg', s)
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cascade = Sound('Kubbi - Ember - 04 Cascade.ogg', {tags = {music}})
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warrior = Image('warrior')
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ranger = Image('ranger')
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@ -376,29 +378,29 @@ function init()
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level_to_gold_gained = {
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[1] = {2, 2},
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[2] = {2, 2},
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[3] = {2, 3},
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[3] = {4, 6},
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[4] = {2, 3},
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[5] = {3, 5},
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[6] = {3, 5},
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[6] = {6, 10},
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[7] = {4, 7},
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[8] = {4, 7},
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[9] = {5, 8},
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[9] = {10, 16},
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[10] = {5, 8},
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[11] = {5, 8},
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[12] = {6, 10},
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[12] = {12, 20},
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[13] = {6, 10},
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[14] = {6, 10},
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[15] = {7, 11},
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[15] = {14, 22},
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[16] = {8, 12},
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[17] = {8, 12},
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[18] = {8, 12},
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[18] = {16, 24},
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[19] = {8, 12},
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[20] = {10, 14},
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[21] = {10, 14},
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[21] = {20, 28},
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[22] = {11, 15},
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[23] = {11, 15},
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[24] = {12, 18},
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[25] = {12, 18},
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[24] = {24, 36},
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[25] = {100, 100},
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}
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gold = 2
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@ -411,6 +413,23 @@ end
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function update(dt)
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main:update(dt)
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if input.s.pressed then
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if sfx.volume == 0.5 then
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sfx.volume = 0
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elseif sfx.volume == 0 then
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sfx.volume = 0.5
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end
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end
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if input.m.pressed then
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print(music.volume)
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if music.volume == 0.5 then
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music.volume = 0
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elseif music.volume == 0 then
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music.volume = 0.5
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end
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end
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end
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@ -204,9 +204,9 @@ function Unit:calculate_stats(first_run)
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elseif self:is(Seeker) then
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local x = self.level
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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}
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self.base_hp = 50 + 60*y[x]
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self.base_dmg = 10 + 40*y[x]
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self.base_mvspd = 70 + 10*y[x]
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self.base_hp = 50 + 55*y[x]
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self.base_dmg = 10 + 3*y[x]
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self.base_mvspd = 70 + 3*y[x]
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elseif self:is(Saboteur) then
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self.base_hp = 100*math.pow(2, self.level-1)
|
||||
self.base_dmg = 10*math.pow(2, self.level-1)
|
||||
|
|
30
player.lua
30
player.lua
|
@ -188,8 +188,8 @@ function Player:init(args)
|
|||
local followers
|
||||
local leader = (self.leader and self) or self.parent
|
||||
if self.leader then followers = self.followers else followers = self.parent.followers end
|
||||
local next_character = followers[self.follower_index + 1]
|
||||
local previous_character = followers[self.follower_index - 1]
|
||||
local next_character = followers[(self.follower_index or 0) + 1]
|
||||
local previous_character = followers[(self.follower_index or 0) - 1]
|
||||
if next_character then next_character:squire_buff(8) end
|
||||
if previous_character then previous_character:squire_buff(8) end
|
||||
self.t:after(8, function() self.applying_buff = false end, 'squire_buff_apply')
|
||||
|
@ -250,8 +250,8 @@ function Player:init(args)
|
|||
local followers
|
||||
local leader = (self.leader and self) or self.parent
|
||||
if self.leader then followers = self.followers else followers = self.parent.followers end
|
||||
local next_character = followers[self.follower_index + 1]
|
||||
local previous_character = followers[self.follower_index - 1]
|
||||
local next_character = followers[(self.follower_index or 0) + 1]
|
||||
local previous_character = followers[(self.follower_index or 0) - 1]
|
||||
if next_character then next_character:chronomancer_buff(2) end
|
||||
if previous_character then previous_character:chronomancer_buff(2) end
|
||||
end)
|
||||
|
@ -320,8 +320,8 @@ function Player:update(dt)
|
|||
local followers
|
||||
local leader = (self.leader and self) or self.parent
|
||||
if self.leader then followers = self.followers else followers = self.parent.followers end
|
||||
local next_character = followers[self.follower_index + 1]
|
||||
local previous_character = followers[self.follower_index - 1]
|
||||
local next_character = followers[(self.follower_index or 0) + 1]
|
||||
local previous_character = followers[(self.follower_index or 0) - 1]
|
||||
if self.applying_buff then
|
||||
if next_character then
|
||||
next_character.squire_dmg_a = 10
|
||||
|
@ -346,8 +346,8 @@ function Player:update(dt)
|
|||
local followers
|
||||
local leader = (self.leader and self) or self.parent
|
||||
if self.leader then followers = self.followers else followers = self.parent.followers end
|
||||
local next_character = followers[self.follower_index + 1]
|
||||
local previous_character = followers[self.follower_index - 1]
|
||||
local next_character = followers[(self.follower_index or 0) + 1]
|
||||
local previous_character = followers[(self.follower_index or 0) - 1]
|
||||
if next_character then next_character.chronomancer_aspd_m = 1.25 end
|
||||
if previous_character then previous_character.chronomancer_aspd_m = 1.25 end
|
||||
end
|
||||
|
@ -409,6 +409,7 @@ function Player:update(dt)
|
|||
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
|
||||
self:set_velocity(self.v*math.cos(self.r), self.v*math.sin(self.r))
|
||||
|
||||
if not main.current.won then
|
||||
local vx, vy = self:get_velocity()
|
||||
local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0)
|
||||
local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0)
|
||||
|
@ -419,11 +420,12 @@ function Player:update(dt)
|
|||
elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
|
||||
elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
|
||||
else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end
|
||||
end
|
||||
|
||||
self:set_angle(self.r)
|
||||
|
||||
else
|
||||
local target_distance = 10.4*self.follower_index
|
||||
local target_distance = 10.4*(self.follower_index or 0)
|
||||
local distance_sum = 0
|
||||
local p
|
||||
local previous = self.parent
|
||||
|
@ -485,9 +487,9 @@ function Player:on_collision_enter(other, contact)
|
|||
|
||||
elseif table.any(main.current.enemies, function(v) return other:is(v) end) then
|
||||
other:push(random:float(25, 35), self:angle_to_object(other))
|
||||
if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(40)
|
||||
else other:hit(20) end
|
||||
self:hit(20)
|
||||
if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(2*self.dmg)
|
||||
else other:hit(self.dmg) end
|
||||
self:hit(other.dmg)
|
||||
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 = other.color} end
|
||||
|
@ -500,7 +502,6 @@ function Player:hit(damage)
|
|||
self.hfx:use('hit', 0.25, 200, 10)
|
||||
self:show_hp()
|
||||
|
||||
|
||||
local actual_damage = self:calculate_damage(damage)
|
||||
self.hp = self.hp - actual_damage
|
||||
_G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
|
@ -510,6 +511,7 @@ function Player:hit(damage)
|
|||
if self.character == 'psykeeper' then self.psykeeper_heal = self.psykeeper_heal + actual_damage end
|
||||
|
||||
if self.hp <= 0 then
|
||||
hit4:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
slow(0.25, 1)
|
||||
self.dead = true
|
||||
for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end
|
||||
|
@ -978,7 +980,7 @@ function Turret:init(args)
|
|||
self:set_restitution(0.5)
|
||||
self.hfx:add('hit', 1)
|
||||
self.color = orange[0]
|
||||
self.attack_sensor = Circle(self.x, self.y, 96)
|
||||
self.attack_sensor = Circle(self.x, self.y, 256)
|
||||
turret_deploy:play{pitch = 1.2, volume = 0.2}
|
||||
|
||||
self.t:every({3.5, 4.5}, function()
|
||||
|
|
11
shared.lua
11
shared.lua
|
@ -449,6 +449,17 @@ global_text_tags = {
|
|||
graphics.set_color(c.color)
|
||||
end},
|
||||
|
||||
cbyc2 = TextTag{init = function(c, i, text)
|
||||
c.color = invisible
|
||||
text.t:after((i-1)*0.15, function()
|
||||
c.color = yellow[0]
|
||||
camera:shake(3, 0.075)
|
||||
pop1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||
end)
|
||||
end, draw = function(c, i, text)
|
||||
graphics.set_color(c.color)
|
||||
end},
|
||||
|
||||
nudge_down = TextTag{init = function(c, i, text)
|
||||
c.oy = -4
|
||||
text.t:tween(0.1, c, {oy = 0}, math.linear)
|
||||
|
|
32
todo
32
todo
|
@ -1,18 +1,27 @@
|
|||
|
||||
|
||||
|
||||
-- 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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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 damage boost on death
|
||||
|
@ -20,3 +29,16 @@ Enemy modifiers
|
|||
Charge up and headbutt towards the player at increased speed and damage
|
||||
Immune to knockback
|
||||
|
||||
UI
|
||||
Highlight units of a class when hovering over the class icon in the "sets" section
|
||||
Add stat details to each unit when hovering over it in the "party" section
|
||||
|
||||
Balance
|
||||
More damage to AoE units with big cooldowns
|
||||
Warriors that deal AoE damage should deal extra damage based on number of enemies hit
|
||||
|
||||
Bugs
|
||||
Squire and Chronomancer don't affect leader
|
||||
Sage's pull force doesn't increase with unit level
|
||||
Cleric's healing amount doesn't increase with unit level
|
||||
Squire and Chronomancer's buffs don't increase with unit level
|
||||
|
|
Loading…
Reference in New Issue