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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

Narrative (reference)

  • Art
    • Draft character 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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