25 lines
1.9 KiB
Plaintext
25 lines
1.9 KiB
Plaintext
5. Stat and description details to each unit when hovering over it in the party section
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6. Classes line on each unit's shop card, as well as on party section
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11. Steam integration: achievements, etc
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12. Hovering over a party member should show which set they belong to and vice-versa
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13. Show a unit DPS list like Underlord's to the right side of the screen
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15. GO button is grayed out and thus doesn't say it's meant to be clicked on
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16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
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17. Music for first 9-15 levels should be calm rather than upbeat
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Engine improvements for after SNKRX release
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Node refactor: described partly somewhere in the devlog
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Rewrite SNKRX: using this game as a target for the node refactor will yield good results for both the refactor and future SNKRX updates, if any
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on_hit:
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on_collision_enter/exit are automatically called and automatically call on_hit/on_leave for each object
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This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged
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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,
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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
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https://i.imgur.com/asPdpnQ.png ?
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Not sure if I should go all the way with event systems like this or only have it work for specific cases, need to think about it more
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release tool:
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Build a command line tool that creates projects and builds them up for release automatically on Windows, Web and Steam
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All the steps for this are listed on the readme and everything about it that can be automated should
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Ideally the user should run one command for creating a project and one for building it for each platform
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