176 lines
9.4 KiB
Plaintext
176 lines
9.4 KiB
Plaintext
Loop Update
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New items:
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General:
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Intimidation - enemies spawn with -10/20/30% max HP
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Vulnerability - enemies take +10/20/30% damage
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Ceremonial Dagger - killing an enemy fires a homing dagger
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Homing Barrage - X/Y/Z% chance to release a homing barrage on enemy kill
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Critical Strike - X/Y/Z% chance for attacks to critically strike, dealing 2x damage
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Noxious Strike - X/Y/Z% chance for attacks to poison enemies, dealing 20% damage per second for 3 seconds
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Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
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Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
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Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
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Lucky Strike - X% chance for attacks to cause enemies to drop gold on death
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Healing Strike - X% chance for attacks to spawn a healing orb on kill
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Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
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Silencing Strike - X/Y/Z% chance for attacks to silence on hit
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Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
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Culling Strike - instantly kill elites below 10/20/30% max HP
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Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
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Psyker
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Additional orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned randomly
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Orb speed scales with the unit's attack speed
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Increase default orb range
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Decrease default and maximum orb speed
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Increased orb damage
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Psyker class bonus: +2/+4 total orbs
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Remove Psychosense
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Add "Orbs shoot projectiles"
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Healer
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Double healing per orb
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Fix heal targetting, should always target lowest HP unit
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Some solution that:
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Increases amount of orbs dropped with only 1 or 2 healers
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Decreases amount of orbs dropped on full build
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Healing orbs are slightly attracted to the snake
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Builders
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Carver (builder, healer) - every 12 seconds, creates a tree that drops 3 healing orbs, Lv.3 effect: drops 6 healing orbs instead
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Engineer (builder) - unchanged
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Illusionist -> Golemancer (builder, sorcerer): spawns 1 golem every 6 seconds, it shoots 2 rocks that deal X damage each, Lv.3 effect: golem rocks stun enemies for 2 seconds
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Saboteur -> Bomber (builder, nuker): plants a static bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: 100% increased bomb area and damage
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Hunter (builder, ranger, forcer): shoots a projectile that has 20% chance to spawn a pet, Lv.3 effect: spawns 3 pets instead
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Looping
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Change end screen
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Loop button on end screen
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Looping lets you continue with the current snake until you die
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Difficulty is increased according to the formula for levels 25+
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Snake size goes up by 1 every loop, up to 12
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Don't offer items if item slots are full
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QoL
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Increase item choice slots to 4
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Add option for mouse cursor to always be visible
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Show cooldown on elite attack
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Add visuals divine intervention, fairy buff
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warrior attack range
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barbarian jugg attack
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Items on end screen
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Party + items on death screen
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* Items on passive screen
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* Selling items
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* Decreased sound effect volume for shoot 5
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Bug fixes
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* Fixed a series of crashes that happened sometimes right before changing from the arena back to the shop
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* Fixed merchant not giving interest or free reroll if it died in combat
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* Fixed shoot 5 and death 6 not working if a unit placed before it on the snake died
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* Fixed undying unit from lasting 7 being able to become immortal if it was healed during the 10 seconds before it truly died
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* Fixed a bug where max units wouldn't be properly changed when changing NG difficulty in the menu
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* Fixed Whispers of Doom applying before curses, now it applies after and triggers their effect when enemies are killed due to it
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* Fixed mobile users not being able to close the credits screen due to there being no close button
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* Fixed shop party numbers not being updated when units are bought or sold
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* Fixed a bug where movement speed would become zero if the game was paused while under the effects of decaying haste
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* Fixed baneling burst not dealing the correct amount of damage
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---
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Invoker - casts attacks and spells from other units
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having a unit like this from the start will help ensure that attacks are behind function calls that can be accessed by another unit easily rather than mostly hidden like they are now
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Future ideas:
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Chaos related classes
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Trappers:
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Emitters: +projectile damage, projectile mods
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warping
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homing/barrage
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wavy, 90, 45 degree
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splitting tears
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Traps - map modifier
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turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage
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Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
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Brawlers: units focused on crashing on enemies
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https://i.imgur.com/5YubukS.png - unit idea
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Bodyguard - https://i.imgur.com/Y2pP20v.png
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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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Cultists - https://i.imgur.com/GsfoZBd.png
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Assists (2/4) -
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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
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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
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Pardoner (tier 3 assist, mercenary) -
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Oracle (tier 1 assist) - +10% dodge chance to adjacent units, Lv.3 effect - +20% dodge chance to adjacent units
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Seraph (tier 2 assist, healer) - periodically chooses 1 random unit and gives it +100% defense for 6 seconds, Lv.3 - choose 2 units instead
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Passive that makes critters and summons block enemy projectiles
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Hexblaster? - curser that consumes curses to deal damage
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Bench? - https://i.imgur.com/B1gNVKk.png
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Balance option for when there are more sets - https://i.imgur.com/JMynwbL.png
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Negative effect: colliding with yourself kills one of your units
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https://i.imgur.com/bxfvA7g.png
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https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units
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https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/3046104862443040220/ - general feedback
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Challenge mode
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Units die permanently when they die
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Slower scaling with less individually threatening units
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Max snake size goes up every 10 levels
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Draft mode
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Enemy ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783691890511/
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Unit ideas - https://i.imgur.com/VNMS2YV.png
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Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783693969554/
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Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3046104336668792953/
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Draft system
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Ban system
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Class select
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Random select
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--
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Roguelite update:
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Technical improvements:
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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
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Battle stats: DPS, damage taken, etc (check Underlords)
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Tag system: similar to PoE
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Keyword explanations: similar to StS or Artifact, simply create additional text windows for keywords and what they mean
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Key rebinding (for non-QWERTY keyboards)
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StS-like map with nodes, node types:
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Arena
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Elite
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Boss
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Map (map of bigger size than arena with fixed spawns)
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Unit shop
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Item shop
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Once there are enough items there can be item tiers
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The item shop should work similarly to the normal shop, where it can be upgraded and then have a higher chance for higher tier items
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Text + reward
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Training grounds (upgrade unit)
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Tavern (heal units)
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Challenge + reward
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Go through the labyrinth without hitting any walls
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Go through the traps without getting hit
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Units die permanently when they die (dead units can be stored in bench to be revived later)
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Units can have items attached to them like in Underlords
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Unit item ideas:
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This unit's projectiles pierce/chain/fork/seek/split/stun/etc
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This unit is a [class]
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New stat system:
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Most stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs) that represent consistent internal values between all units
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i.e. 3 attack speed means the same internal attack rate value (like say 6 seconds) for the entire game
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In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable
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Damage:
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Damage type:
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Attack - physical attacks, decreased by the enemy's armor
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Spell - magical attacks, decreased by the enemy's magic resistance
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Attack type:
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Crash - damage dealt when bumping into enemies
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Projectile - damage dealt by projectiles
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AoE - damage dealt in an area
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DoT - damage dealt over time
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Attack speed:
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Defense:
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Armor - decreases damage taken from attacks
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Magic Resistance - decreases damage taken from spells
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Movement speed:
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