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Mechanics Ideas: Revision 2
All of the mechanics and ideas from the previous post have been successfuly implemented. Following is a new batch of ideas that should be remembered:
Instead of Start/Stop, Start/Next Wave/Last Wave must be implemented.
A player controller/manager game object should be created. Placing towers should cost money and killing mobs should reward the player. An animation should be shown when money is received either above the currency indicator or on the mob itself. Selling towers must give back a portion of the cost.
If a tile is selected for placing and a path tile is clicked, a confirmation UI should be shown with the new path shown alongside the old path.
Towers will vary in the following aspects:
Cost, Damage, Area Damage, Fire Rate, Projectile Speed, ProjectileType(Piercing/Bludgeoning/Stunning/Slowing/DoT)
Mobs will vary in the following aspects:
Reward, Speed, HitPoints, Type (Land/Air/Sea), Resistance(Piercing/Bludgeoning/Stunning/Slowing/DoT)
Health indicators should be dynamically placed according to mob size, position and HP value.
Path must be drawn on a separate layer above the tile layer. Tile materials should not be changed.
If a tower has not been selected for placing, a click on any of the tiles will show info in UI. If the tile is empty, information on terrain will be shown. If tile has objects, both terrain and object information will be shown.
Update, sell vs dialogs will be placed in the info section for towers. Terrain handicap and type values will be shown for empty tiles. Remaining HP, speed vs info will be shown on monsters.
Projectile throw animations, blood, explosion, walk, turn to target vs animations should be implemented.
Throw, explosion, hurt sounds should be implemented.