Update 0.9 December 11:
- win the game, credits
- launch lines
- place units anywhere in range
- RMB zoom
- velocity arrows
- dancing
- get money back when reconsidering delete card purchase in shop
- curse artifacts and many new artifacts
Update 0.8.1 November 15:
- bugfixes
- the purple area now moves the correct amount
- can no longer play cards at weird times
- no longer crashes when you lose
- save and quit message
- can no longer undo cards that draw
- launch dots now correctly placed at all screen sizes
- balanced fuel rewards
- turns now last 7 seconds
COMPLETED 0.9
*new features*
- update stay indicator
- unit formations
- constructor
- blocks
- damage enemies
- don't collide (took a while to decide on this)
- can capture
- player is now a car
- when a team loses its last hq, destroy all units on that team and set all structures on that team nuetral
- new units
- artillery
- rocket moves in parablolic arc
- rocket faces direction its traveling
- stops to shoot
- spawns aoe area
- spiders!
- sniper
- bullets go to middle of structures
- when turning off structure, refund unit being built
- changing unit to build resets and refunds
- can change unit structures produce
- (!!!) units stop when attacking instead of always charging into their target
*bugs fixed*
- fix pressing tab in tutorial
- lighting got real messed up (shadow bias of 0 is not allowed)
- unit formation bugs (wowie took longer than the feature implimentation)
- can get stuck in controller menu
- units detector doesnt detect units that started inside
- damage areas now correctly do not friendly fire
- units stop attacking when told to follow sometimes
- make artillery able to capture
*tech debt*
lots of stuff was in 1 big file so i did good programming and broke it into more files
- refactor all structures
- unit detector types
*features*
- slime
- cave
- replace destination point with flag
- time controls
- lerp zoom in transition so you can see the whole map on map change
- structures can have individual unit state and its on the control card
- strcutres buy units before producing
- put price of production on control card
- can target structures
- can control groups of units
- all teams's money UI
- death particles
- player respawn costs money
- make assault different, less passive
- crates
- destructable rock
- income ui
- cave lighting
- pushing units is too strong, making pushing allys less
*just kinda things you gotta do*
- update controls UI (and zoom)
- handle case where 2 or more selection indicators would be present from shift f on mulitple structures
- handle pause with defeat/victory screen
- raise up player health bar depending on zoom level
*bugs fixed*
- player doesnt die when falling off side the second time
- turret range is weird
- unit heal numbers not showing up
- neutral units stopped being idle
- units dont skip frames initially or else they go wack when staying on start
- turret did not switch targets on player targetting structure
- unit didn't attack nearby enemies when set to stay with q (it was because shift calls the Team setter on units which clears the unit detector list)
- units look at nearby enemies while commanded to attack structure and stop attacking
- units dont always defend after reaching rally point even though the code says they will
- global commands apply to newly spawned units
- units stop following player when player dies
- neutral units dont have gravity and float away lol
- stay point does not go away on unit death or level change
- rally point persists to main menu :P
- zoom grows too far
- die while interacting with building doesn't softlock
- restarting didn't restart game1 timer bug
What should I prioritize?
Here is the current roadmap. Tell me what you want and i'll bump it to the top and work on it next.
todo
- get refund when turning off structure
- new units, artillary
- indicate staying
- destroy all units on hq capture
low impact bugs
- make turret not switch targets to closer structures after player targets structure
polish each level before release
- check that tank cost works with levels
- update difficulty raiting in levelmanager
visual improvements
- make floaty numbers somehow look better being in the same place as the health bar
- rallypoint make nicer dotted line
- player walking particles
- player waves flag animation
- make it so you can see over cliffs
- unit outline through walls
- make city look nicer
- make destructable rocks
![Alt text](image.png)
tech debt
- imported glbs are huge filesize why
feedback
- peopl want more control over units
- people want more decisions
- people want the game to play itself less
- people want more unit variety
- people want hero attack
audio loops
- ambient nature
- heroic music
- intense music when hq under attack
audio sfx
- player take damage
- walking around
- unit take damage
- unit shoot
- unit spawned
- unit died
- land in water doink
- money gained
- structure changed team
- HQ captured victory
- your HQ captured loss
- for each control
- attack
- defend
- come
- look at sign (on indicator change?)
tbd
- should units go to rallypoint and then go to goto point ? or should they only go to the rallypoint?(current)
progression
- save manager
- levels are locked until you beat th eprevious
- story
units
- soldier die animation (remove root motion on death)
- knockback resistance (weight)
- units should attack othe runits on their way to attack strucutre override
campaign ai
- when hq takes damage move all units in range to defend
- handle not pathfinding to impossible to reach places like islands
ui
- status
-- unit count and max per team
-- structure count per team
-- income for enemy team
- options
- master, sfx, loop, audio sliders
- checkbox player collides with units? (would allow riding on them but not pushing them)
player
- make player not hideous
- hero active ability
performance
- level transition is laggy why
- restart is laggy
- its much more laggy when lots of units are trying to pathfind to player but cant
- holding shift over a lot of units is laggy because the setter is called each frame
- bake the nav mesh at a better time
bugs
- units detector doesnt detect units that started inside
- level transition map didn't go into water
- player didnt go to right place after starting level from main menu after finishing last level
- handle team 1 captures team 0 structure a little and then team 2 captures it a little and then its immediately neutral
- hq timer starts before level starts
- structure loader UI wraps around and is on screen when player is north and zoomed in
- strucure loaders overlap
unit bugs
- units will path through rocks (this is on purpose?)
- shift f will cause newly spawned units to go there
feature ideas
- collectables?
- day night cycle
Hey guys :)
I'd love to hear your ideas for new features or any issues you see. Here are all of my ideas at the moment.
Features:
- grass
- little creatures to destroy
- more hills
- pause menu / settings
- more stuff in the sky, stars, planets
- chests, more things to run into early game
- day night cycle
- buildings
- make pause also pause audio
Issues:
- prevent single block islands spawning in caves
- if you go too slowly then fast again you can see empty space left
- make jump effect above player when jumping down and also rotate it 180
- first background doesn't despawn
Audio:
- better cannon noise
- better ticking noise
- better coin noise
- percent going into total earned noise
Performance:
- make it not laggy
Thanks for the feedback! I think you're right about issues with fish blocking each other. I thought it would be interesting for the objects to have colliders to make it feel more realistic clearly issues arise. If I continue working on this project I will either limit the amount of fish or allow them to clip through each other