36 lines
1.8 KiB
Plaintext
36 lines
1.8 KiB
Plaintext
Selling should keep units value unless it's already merged into a higher level
|
|
Boss stands still for 1 second before enemies spawn
|
|
|
|
General balance
|
|
* Enemies should have a chance to be spawned with a modifier as levels increase
|
|
* Every 3rd level should be wave only
|
|
* Remove "enemies killed" mode
|
|
Balance playthroughs (record all balance playthroughs as they can be used for trailers; do this after graphical improvements done)
|
|
UI improvements
|
|
Hover class highlight
|
|
DPS list (right)
|
|
HP list (bottom)
|
|
Item list (left)
|
|
Graphical improvements
|
|
Further graphical improvements if there's time
|
|
Trailers
|
|
3-4 pure gameplay playthroughs showcasing different builds
|
|
Misc
|
|
* Better pause screen
|
|
* End screen
|
|
Ascension mode (difficulty ramps up faster and goes higher than normal at the end, the player also gains more gold, and on ascension 1 and 5 the maximum number of units is increased by 1 (10->11->12)
|
|
Music for bosses and shop
|
|
Achievements
|
|
Come up with a few new ones as I play the game more and balance the numbers
|
|
Implement all the ones I already uploaded to Steam
|
|
|
|
|
|
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
|
|
https://i.imgur.com/asPdpnQ.png ?
|
|
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
|