145 lines
12 KiB
Plaintext
145 lines
12 KiB
Plaintext
1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all
|
|
2. Prevent spawning of units that cost 3 on first level
|
|
3. Prevent spawning of units that don't attack on first level
|
|
|
|
4. Rework position based units so that position in the snake doesn't matter
|
|
Chronomancer: +10%/20%/30% attack speed to all allies
|
|
Psykeeper: stores damage taken by all allies up to 20% max HP and redistributes it as healing
|
|
Squire: +5%/10%/15% damage and defense to all allies
|
|
|
|
5. Stat details to each unit when hovering over it in the party section
|
|
|
|
6. Mini boss every 3rd level
|
|
This is just a special enemy with more HP and ability to buff nearby enemies with modifiers, no additional AI or attack patterns
|
|
... aiming for ~5 different modifier combos that the boss uses
|
|
|
|
7. 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
|
|
Resistance to knockback
|
|
... aiming for about 8-10 of these
|
|
|
|
8. Additional characters and classes
|
|
9. Lv.3 effects for every character
|
|
Classes
|
|
Ranger: chance to release a barrage on attack
|
|
Warrior: increased defense
|
|
Mage: decreased enemy defense
|
|
Nuker: increased area damage and size
|
|
Rogue: chance to crit
|
|
Healer: increased healing effectiveness
|
|
Enchanter: increased damage
|
|
Conjurer: increased summon damage and duration
|
|
Psyker: increased damage and health based on number of active sets
|
|
Trapper: release extra traps
|
|
Forcer: increased knockback force
|
|
Swarmer: increased critter health
|
|
Voider: increased damage over time
|
|
Characters
|
|
Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets
|
|
Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
|
|
Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact
|
|
Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
|
|
Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits
|
|
Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one
|
|
Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead
|
|
Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit
|
|
Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit
|
|
Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes
|
|
Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically
|
|
Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence
|
|
Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused
|
|
Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage
|
|
Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies
|
|
Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets
|
|
Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster
|
|
Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns
|
|
Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies
|
|
Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed
|
|
Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy
|
|
Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving - Lv.3: Electric Net - enemies caught take DoT
|
|
Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall
|
|
Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses
|
|
Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage
|
|
Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage
|
|
Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Infestation - spawn 3 small critters if the corruptor hits an enemy
|
|
Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit
|
|
Launcher [trapper, forcer]: creates a trap that launches enemies that trigger it - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy
|
|
Spiker [trapper, rogue]: creates a trap that crits when triggered - Lv.3: Caltrops - slows enemies hit and deals DoT
|
|
Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
|
|
Host [conjurer, swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
|
|
Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
|
|
Bane [swarmer, voider]: spawn a small critter periodically that explodes and deals DoT - Lv.3: Baneling Swarm - spawn 4 banelings instead
|
|
Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
|
|
Arbalester [ranger, forcer]: launches a massive arrow that pushes enemies back, ignoring knockback resistances - Lv.3: Ballista Sinistra - enemies hit by the arrow have massively decreased defense
|
|
Pirate [warrior, forcer]: launches a hook that captures nearby enemies and pulls them towards you - Lv.3: Jolly Roger - place a flag that grants gold based on number of enemies killed under its effect
|
|
Sapper [trapper, enchanter, healer]: creates a trap that steals health from enemies that trigger it and grants increased movement speed - Lv.3: when a sapper trap is triggered other nearby traps are triggered
|
|
Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
|
|
Burrower [trapper, swarmer]: creates a trap that contains 6 small critters which are released when triggered - Lv.3: Zergling Rush - triples the number of critters released
|
|
Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
|
|
Sets
|
|
Ranger = 8/8
|
|
Warrior = 8/8
|
|
Mage = 8/8
|
|
Rogue = 8/8
|
|
Nuker = 7/7
|
|
Conjurer = 5/5
|
|
Forcer = 5/5
|
|
Voider = 5/5
|
|
Psyker = 4/4
|
|
Healer = 5/5
|
|
Enchanter = 5/5
|
|
Trapper = 5/5
|
|
Swarmer = 5/5
|
|
|
|
10. Items
|
|
Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles
|
|
Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units
|
|
Resonance: hitting walls has a chance of releasing projectiles
|
|
Wall Rider: hitting walls grants a speed buff for a small duration
|
|
Force Push: +25% knockback force
|
|
Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force
|
|
Centipede: +20% movement speed
|
|
Intimidation: enemies spawn with -20% max HP
|
|
Crucio: taking damage shares 2x the amount of HP you lost across all enemies
|
|
Amplify: all units that deal AoE damage gain +25% AoE damage
|
|
Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports)
|
|
Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage
|
|
Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports)
|
|
Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance
|
|
Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance
|
|
Chain Reaction: projectiles that chain gain 25% damage with each chain
|
|
Call of the Void: +25% DoT damage
|
|
... more ideas will come later I'm sure, aiming for 30 total items
|
|
|
|
11. Steam integration: achievements, etc
|
|
12. Hovering over a party member should show which set they belong to and vice-versa
|
|
13. Show a unit DPS list like Underlord's to the right side of the screen
|
|
14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit
|
|
15. GO button is grayed out and thus doesn't say it's meant to be clicked on
|
|
16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
|
|
17. Music for first 9-15 levels should be calm rather than upbeat
|
|
18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
|
|
19. Sage's pull force doesn't increase with unit level
|
|
20. Cleric's healing amount doesn't increase with unit level
|
|
21. Squire and Chronomancer's buffs don't increase with unit level
|
|
|
|
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
|
|
|
|
Map modifiers
|
|
Wall spikes: walls damage you when you hit it
|
|
|
|
Engine improvements for after SNKRX release
|
|
on_hit:
|
|
on_collision_enter/exit are automatically called and automatically call on_hit/on_leave for each object
|
|
This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged
|
|
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,
|
|
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
|
|
release tool:
|
|
Build a command line tool that creates projects and builds them up for release automatically on Windows, Web and Steam
|
|
All the steps for this are listed on the readme and everything about it that can be automated should
|
|
Ideally the user should run one command for creating a project and one for building it for each platform
|