SNKRX/todo

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Trailer:
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27:00 wall bump
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15:12 fast buy
Mini Boss every 3rd level
Show a unit DPS list like Underlord's to the right side of the screen
About 20-30 passive items that can be collected every 3 levels
Lv.3 effects for every character
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
Classes and characters
Trapper: releases +1 trap
Plague Doctor [trapper, nuker]: releases an area that deals 6 AoE DoT
Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving
Lich [mage, enchanter]: nearby enemies have decreased movement speed
Items
Resonance: hitting walls has a chance of releasing projectiles
Ouroboros Technique: rotating around yourself makes every unit release projectiles
AoE 1: all units that deal AoE damage have increased stat
AoE 2: increased stat if all your units that deal damage deal AoE damage
Proj 1: all units that release projectiles have increased stat
Proj 2: increased stat if all your units that deal damage release projectiles
Wallrider: hitting walls grants a speed buff for a small duration
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
Immune to knockback
UI
Highlight units of a class when hovering over the class icon in the "sets" section
Add stat details to each unit when hovering over it in the "party" section
Balance
More damage to AoE units with big cooldowns
Warriors that deal AoE damage should deal extra damage based on number of enemies hit
Bugs
Squire and Chronomancer don't affect leader
Sage's pull force doesn't increase with unit level
Cleric's healing amount doesn't increase with unit level
Squire and Chronomancer's buffs don't increase with unit level
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