25 lines
1.3 KiB
Plaintext
25 lines
1.3 KiB
Plaintext
General balance
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Trailers
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3-4 pure gameplay playthroughs showcasing different builds
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1 normal 30-40s trailer
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Misc
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Squire's Lv.3 effect
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NG+1-10 (difficulty ramps up faster and goes higher than normal at the end, the player also gains more gold per round, and on NG+1 and NG+5 the maximum number of units is increased by 1 (10->11->12)
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NG+10 end screen
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New music
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Credits
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Level X/25 text
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Engine improvements for after SNKRX release
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on_hit:
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on_collision_enter/exit are automatically called and automatically call on_hit/on_leave for each object
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This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged
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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,
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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
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https://i.imgur.com/asPdpnQ.png ?
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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
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Rewrite
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DPS list - needs every damage event to be logged with source, destination and damage values being detached from intermediary objects (areas, projectiles, etc)
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