SNKRX/todo

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Item Update
New mechanics
Sacrifice units to level items up
Items
New items
Position X has +Y% attack speed
Position X has +Y% damage
Position X is 1 tier higher
Position X is also class Y
When a unit dies it explodes, launching enemies away
When a unit dies it explodes, releasing piercing projectiles
Reworked items
Items shouldn't just be more powerful versions of other items
Items should have drawbacks
Items that apply to a position on the snake (a good middle step between applying them to individual units like in Underlords)
Item discussions
https://steamcommunity.com/app/915310/discussions/0/3106901028662504698/
https://steamcommunity.com/app/915310/discussions/0/3106901665846294204/
https://steamcommunity.com/app/915310/discussions/0/4658391921151238820/
https://i.imgur.com/cfIyMBL.png
Balance
* Decreased shop reroll cost to 10
Decrease mercenary gold drop chance to 8/16% (from 10/20%)
QoL
Current snake/items visible on item selection screen
Volume slider
Add visuals for defensive ouroboros, divine intervention, fairy buff
Options menu from buy screen
https://i.imgur.com/JJUddT3.png
Improve volcano to not look like spawn marker - https://i.imgur.com/HuS15HG.png
Add option for mouse cursor to always be visible
Add main menu
Soundtrack button
Discord button
Arena run button
Options button
Quit button
* Added tier text to characters on the shop screen
* Added shop unit highlights/markers to make it easier to tell when you already own something
* Added unit names to the "your build" section of the end game screen
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)
* Fixed a bug where passives would sometimes disappear from a run?
* Fixed a bug where clicking "window size-" too many times could bug out the game
* Fixed a bug where the shop would be rerolled after quitting in the arena
* Fixed multiple bugs related to locking the shop and quitting
* Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps
* Fixed a bug where quitting on level 2 would go back to level 1 shop (again)
* Fixed a bug where mouse cursor wasn't visible on death
* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
* Fixed a bug where shop level wasn't respected on the shop's first roll
* Fixed multiple crashes that would happen when picking up gold
* Fixed a crash when the jester's curse would trigger
* Fixed a crash when gold would be picked up with a Miner in the party
* Fixed a crash involving broken state for Pets, Critters or Volcanos
* Fixed a crash that happened after rerolling items too many times
Endless Update
Endless 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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Future updates:
Chaos related classes
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
Trappers:
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
Conjurer unit that creates an unit that actively protects you from enemy projectiles
Guardians - https://i.imgur.com/Ynu5Cdw.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
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
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
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:
All stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs only) 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:
Crash - damage dealt when bumping into enemies
Projectile - damage dealt by projectiles
AoE - damage dealt in an area
DoT - damage dealt over time