148 lines
13 KiB
Plaintext
148 lines
13 KiB
Plaintext
* 1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all
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* 2. Prevent spawning of units that cost 3 on first level
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* 3. Prevent spawning of units that don't attack on first level
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* 4. Rework position based units so that position in the snake doesn't matter
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* Chronomancer: +20% attack speed to all allies
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* Psykeeper: stores damage taken by all allies up to 50% its max HP and redistributes it as healing
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* Squire: +10% damage and defense to all allies
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* 7. Enemy modifiers
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* green - Grant nearby enemies a speed boost on death
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* blue - Explode into projectiles on death
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* orange - Charge up and headbutt towards the player at increased speed and damage
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* yellow - Resistance to knockback and increased HP
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* white - Remain static and shoot projectiles
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* purple - Explodes into critters on death
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* 6. Mini boss every 3rd level
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* Speed Booster - grants speed boost to nearby enemies
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* Swarmer - explodes enemies into a swarm of critters
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* Exploder - explodes enemies into projectiles
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* Forcer - pulls enemies together into a point and pushes them out
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* Randomizer - randomly does the 4 ones above
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Orbitter - spawns shooters that orbit the boss
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* 8. Additional characters and classes
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* 9. Lv.3 effects for every character
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* Classes
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* Ranger: chance to release a barrage on attack
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* Warrior: increased defense
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* Mage: decreased enemy defense
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* Nuker: increased area damage and size
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* Rogue: chance to crit
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* Healer: increased healing effectiveness
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* Enchanter: increased damage
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* Conjurer: increased summon damage and duration
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* Psyker: increased damage and health based on number of active sets
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* Curser: increased curse effect and duration
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* Forcer: increased knockback force
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* Swarmer: increased critter health
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* Voider: increased damage over time
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* Characters
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* Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets
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* Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
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* Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact
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* Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
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* Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits
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* Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one
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* Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead
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* Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit
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* Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit
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* Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes
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* Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically
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* Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence
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(Repair to do after items implemented) * Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused
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* Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage
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* Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies
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* Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets
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* (Apply arena.chronomancer_dot when damage over time is implemented) * Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster
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* Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns
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* Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies
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* Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed
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* Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy
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* Barbarian [curser, warrior]: deals AoE damage and stuns enemies hit for 4 seconds - Lv.3: Seism - stunned enemies also take 100% increased damage
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* Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall
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* Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses
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* Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage
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* Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage
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* Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Corruption - spawn 3 small critters if the corruptor hits an enemy
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* Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit
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* Launcher [curser, forcer]: curses nearby enemies with a kinetic curse that triggers after 4 seconds - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy at double value
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* Bard [curser, rogue]: shoots a projectile that inflicts enemies hit with the bard's curse - Lv.3: The Bard's Song - every 5th attack consume the curse to deal massive damage to enemies affected
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* Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage
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* Host [swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate
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* Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies
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* Bane [curser, voider]: creates a large area that curses enemies to take increased damage - Lv.3: Nightmare - the area also deals DoT and slows enemies
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* Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released
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* Barrager [ranger, forcer]: shoots a barrage of 5 arrows that knocks enemies back - Lv.3: every 3rd attack the barrage shoots 15 projectiles and they push harder
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* Highlander [warrior]: creates a small area that deals massive damage - Lv.3: Crosscut - two crosscutting areas of larger size are created instead
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* Fairy [enchanter, healer]: periodically heals 1 random unit that has less than 100% HP and grants it +200% attack speed for 6 seconds - Lv.3: heals and buffs 2 units instead
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* Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once
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* Infestor [curser, swarmer]: curses nearby enemies for 6 seconds, they will release multiple critters on death - Lv.3: Infestation - triples the number of critters released
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* Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff
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* Sets
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* Ranger = 7/7
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* Warrior = 8/8
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* Mage = 8/8
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* Rogue = 8/8
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* Nuker = 7/7
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* Conjurer = 5/5
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* Forcer = 5/5
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* Voider = 5/5
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* Psyker = 4/4
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* Healer = 5/5
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* Enchanter = 5/5
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* Curser = 5/5
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* Swarmer = 4/4
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10. Items
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Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles
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Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units
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Resonance: hitting walls has a chance of releasing projectiles
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Wall Rider: hitting walls grants a speed buff for a small duration
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Force Push: +25% knockback force
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Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force
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Centipede: +20% movement speed
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Intimidation: enemies spawn with -20% max HP
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Crucio: taking damage shares 2x the amount of HP you lost across all enemies
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Amplify: all units that deal AoE damage gain +25% AoE damage
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Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports)
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Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage
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Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports)
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Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance
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Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance
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Chain Reaction: projectiles that chain gain 25% damage with each chain
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Call of the Void: +25% DoT damage
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... more ideas will come later I'm sure, aiming for 30 total items
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5. Stat and description details to each unit when hovering over it in the party section
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6. Classes line on each unit's shop card, as well as on party section
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11. Steam integration: achievements, etc
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12. Hovering over a party member should show which set they belong to and vice-versa
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13. Show a unit DPS list like Underlord's to the right side of the screen
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* 14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit
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15. GO button is grayed out and thus doesn't say it's meant to be clicked on
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16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged
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17. Music for first 9-15 levels should be calm rather than upbeat
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* 18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605
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* 19. Sage's pull force doesn't increase with unit level
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* 20. Cleric's healing amount doesn't increase with unit level
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* 21. Squire and Chronomancer's buffs don't increase with unit level
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Engine improvements for after SNKRX release
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Node refactor: described partly somewhere in the devlog
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Rewrite SNKRX: using this game as a target for the node refactor will yield good results for both the refactor and future SNKRX updates, if any
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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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release tool:
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Build a command line tool that creates projects and builds them up for release automatically on Windows, Web and Steam
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All the steps for this are listed on the readme and everything about it that can be automated should
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Ideally the user should run one command for creating a project and one for building it for each platform
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