SNKRX/todo

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Looping Update
New items:
General:
Intimidation - enemies spawn with -10/20/30% max HP
Vulnerability - enemies take +10/20/30% damage
Ceremonial Dagger - killing an enemy fires a homing dagger
Homing Barrage - X/Y/Z% chance to release a homing barrage on enemy kill
Critical Strike - X/Y/Z% chance for attacks to critically strike, dealing 2x damage
Noxious Strike - X/Y/Z% chance for attacks to poison enemies, dealing 20% damage per second for 3 seconds
Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
Lucky Strike - X% chance for attacks to cause enemies to drop gold
Healing Strike - X% chance for attacks to spawn a healing orb on kill
Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
Silencing Strike - X/Y/Z% chance for attacks to silence on hit
Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
Culling Strike - instantly kill elites below 10/20/30% max HP
Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
Healer:
Blessing - +10/20/30% healing effectiveness
Divine Favor - healing over maximum HP provides a shield that prevents damage once
Divine Barrage - 10/20/30% chance to release a homing barrage when picking up a healing orb
Psyker:
Orbitism - 33/66/99% faster orb speed
Psychic Leak - orbs deal extra damage based on the amount of damage all psykers have taken recently
Psychokinesis -
Conjurer:
Rearm - summons repeat their attacks once
Taunt - 10/20/30% chance for summons to taunt nearby enemies on attack
Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
Changes:
Magnetism - also attracts healing orbs
Healer rework:
Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
Priest: creates 6 healing orbs
Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
Psyker rework:
Create orbitting, damaging balls at the head of the snake equal to the number of psykers
Flagellant - Lv.3: deals no damage to self and grants +10% damage to all allies per cast
Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
Looping
Change end screen
Loop button on end screen
Looping lets you continue with the current snake until you die
Difficulty is increased according to the formula for levels 25+
Snake size goes up by 1 every loop, up to 12
Balance
* Decreased reroll cost to 8
* Increased sage's attack speed
QoL
Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
Volume slider
Add visuals divine intervention, fairy buff
Options menu from buy screen
Add option for mouse cursor to always be visible
Add main menu
Soundtrack button
Arena run button
Options button
Quit button
https://i.imgur.com/4hOt5uX.png "party 7/9"
https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
Bug fixes
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
https://i.imgur.com/lCdPFZx.png - dvr crash, already fixed i think
https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
https://i.imgur.com/8he1WDm.png - infinite money
https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
https://i.imgur.com/cJMFDfc.png - lasting 7 doesnt work?
"your build" only shows alive units, this is the same problem as merchant not giving interest if dead?
https://i.imgur.com/Ta3lBui.png - Pet bug due to enemies spawning after arena is clear
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Future ideas:
Chaos related classes
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
Trappers:
Emitters: +projectile damage, projectile mods
warping
homing/barrage
wavy, 90, 45 degree
splitting tears
Traps - map modifier
turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage
Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
Brawlers: units focused on crashing on enemies
https://i.imgur.com/5YubukS.png - unit idea
Bodyguard - https://i.imgur.com/Y2pP20v.png
Conjurer unit that creates an unit that actively protects you from enemy projectiles
Guardians - https://i.imgur.com/Ynu5Cdw.png
Cultists - https://i.imgur.com/GsfoZBd.png
Assists (2/4) -
Ringmaster (tier 4 assist, nuker) - +15% to all stats to adjacent units, Lv.3 effect - create a cross that deals AoE damage 5 times for 10 seconds
Absorber (tier 2 assist, warrior) - absorbs 50% damage from adjacent units, Lv.3 effect - absorbs 75% damage from adjacent units and gives the absorber +25% defense
Pardoner (tier 3 assist, mercenary) -
Oracle (tier 1 assist) - +10% dodge chance to adjacent units, Lv.3 effect - +20% dodge chance to adjacent units
Seraph (tier 2 assist, healer) - periodically chooses 1 random unit and gives it +100% defense for 6 seconds, Lv.3 - choose 2 units instead
Passive that makes critters and summons block enemy projectiles
Hexblaster? - curser that consumes curses to deal damage
Bench? - https://i.imgur.com/B1gNVKk.png
Balance option for when there are more sets - https://i.imgur.com/JMynwbL.png
Negative effect: colliding with yourself kills one of your units
https://i.imgur.com/bxfvA7g.png
https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback
https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units
https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback
https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback
Challenge mode
Units die permanently when they die
Slower scaling with less individually threatening units
Max snake size goes up every 10 levels
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Roguelite update:
Technical improvements:
Spawn tech: spawn every entity in a grid, before spawning check to see if grid position is clear, this will prevent any issues due to entities spawning inside one another
Battle stats: DPS, damage taken, etc (check Underlords)
Tag system: similar to PoE
Keyword explanations: similar to StS or Artifact, simply create additional text windows for keywords and what they mean
Key rebinding (for non-QWERTY keyboards)
StS-like map with nodes, node types:
Arena
Elite
Boss
Map (map of bigger size than arena with fixed spawns)
Unit shop
Item shop
Once there are enough items there can be item tiers
The item shop should work similarly to the normal shop, where it can be upgraded and then have a higher chance for higher tier items
Text + reward
Training grounds (upgrade unit)
Tavern (heal units)
Challenge + reward
Go through the labyrinth without hitting any walls
Go through the traps without getting hit
Units die permanently when they die (dead units can be stored in bench to be revived later)
Units can have items attached to them like in Underlords
Unit item ideas:
This unit's projectiles pierce/chain/fork/seek/split/stun/etc
This unit is a [class]
New stat system:
Most stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs) that represent consistent internal values between all units
i.e. 3 attack speed means the same internal attack rate value (like say 6 seconds) for the entire game
In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable
Damage:
Damage type:
Attack - physical attacks, decreased by the enemy's armor
Spell - magical attacks, decreased by the enemy's magic resistance
Attack type:
Crash - damage dealt when bumping into enemies
Projectile - damage dealt by projectiles
AoE - damage dealt in an area
DoT - damage dealt over time
Attack speed:
Defense:
Armor - decreases damage taken from attacks
Magic Resistance - decreases damage taken from spells
Movement speed: