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Enemies
- Systems
- (HIGH PRIORITY) Enemy health representation/progression (Documentation)
- Creation of Bulk Enemy (that may break apart and spawn multiple small enemies)
- Balance
- Modify currency so that it is provided on "pop", rather than on "death" (1 coin per pop)
- Art
- Iteration on enemy art
- Enemy art draft for each enemy health level (Documentation)
- Audio
- Iteration on "popping" SFX
- First draft of "break apart" SFX for bulk enemies (i.e. when a MOAB splits apart into multiple smaller enemies)
Towers
- Systems (upgrades reference)
- Implementation of upgrades paths
- Implementation of support tower
- Shot persistence (togglable "health" for projectile per enemy that it hits)
- Balance
- (HIGH PRIORITY) Modify so that towers don't absolutely dominate the game
- Art (reference, upgrades reference)
- Dart Monkey (Spear-throwing villager) draft art
- Area of Effect (Melee axe-wielding villager) draft art
- Long Range (Bow and arrow villager) draft art iteration + upgrade draft art
- Magic Shooter (Stample of Sol/Sunna) draft art
- Explosive Tower (Stample of Thor) draft art iteration + upgrade draft art
- Support Tower (Stample of Freya) draft art
- Quality of Life
- Ability to drag and drop towers from UI to map
- Tower should stay same size between when you drag it + when you place it
- Audio
- Physical shooting SFX
- Magical shooting SFX
- Explosion SFX (for explosive shooter)
- Tower placement SFX
Levels
- Design
- (HIGH PRIORITY) 40 rounds created
- Art
- Iteration on first draft level art
- Put houses on separate layer
- Second level draft art (night time?)
- Third level draft art (dawn)
- Audio
- Iterate on background music for first level
- Create background music draft for second level (similar tone, increased urgency?)
- Background ambience (torches, crickets, water, etc.)
- Design
- Create draft design + scene for second level (recreate Haunted)
UI/UX
- Systems
- Implementation of UI system such that it does not overlap with the map (reference)
- Credits screen attached to main menu
- Design & Art
- Audio
- Iterate on background music for main menu
- Draft SFX for button clicking
- Draft credits music
- Draft background music for first narrative cutscene
- Art
- Design
- Draft, placeholder dialogue for first scene
- Create a mapping of the setting + tone for each map (3 maps total)
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