# Day 1 - 17/02/21 Ideaguyed the basics of the game's classes and mechanics, and implemented basic movement and setting of all the stats it will have. Here are the initial characters, synergies and stats I want to have: ### Characters * Vagrant: shoots a projectile at any nearby enemy, medium range * Scout: throws a knife at any nearby enemy that chains, small range * Cleric: heals every unit when any one drops below 50% HP * Swordsman: deals damage in an area around the unit, small range * Archer: shoots an arrow at any nearby enemy in front of the unit, long range * Wizard: shoots a projectile at any nearby enemy and deals AoE damage on contact, small range ### Synergies * Ranger: yellow, buff attack speed * Warrior: orange, buff attack damage * Healer: green, buff healing effectiveness * Mage: blue, debuff enemy defense * Cycler: purple, buff cycle speed ### Stats * HP * Damage * Attack speed: stacks additively, starts at 1 and capped at minimum 0.125s or +300% * Defense: if defense >= 0 then dmg_m = 100/(100+defense) else dmg_m = 2-100/(100-defense) * Cycle speed: stacks additively, starts at 2 and capped at minimum 0.5s or +300% Perhaps I'm overengineering it already with the stats but I wanna see where this goes. From SHOOTRX it seems like figuring out stats earlier is better than later, and these seem like they have enough flexibility. # Day 2 - 18/02/21 Went through like 3 small refactors of how I was laying out Unit, Player and Enemy classes and how I wanted enemies to behave. Settled on just copying enemy behavior 100% from SHOOTRX, which is likely the more correct decision since it saves a lot of time. Right now basic player and enemy movement works, as well as melee collisions between player and enemy. To do for tomorrow: * HP bar should be drawn on top of all player units * Projectiles * Areas * Stats: attack speed, damage, cycle * One or a few of the characters * Port over enemy spawn logic from SHOOTRX * Sounds