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Enemies

  • Balance
  • Base enemy should be set to 1 health (dies in 1 hit)
  • Modify currency so that it is provided on "pop", rather than on "death" (1 coin per pop)
  • Systems
    •  Modify enemy data script to include fields for:
      •  Movement speed
      •  Hidden? (bool)
      •  Immune to magic? (bool)
      •  Immune to physical? (bool)
      •  Current "level" (representation of enemy "strength"; i.e. 3 for green balloon, 2 for blue balloon, 1 for red balloon, etc.)
    Variety
    •  Basic implementation of base enemy, base + 1 enemy, base + 2 enemy
  • Balance
    •  Base enemy should be set to 1 health (dies in 1 hit)
    •  Modify currency so that it is provided on "pop", rather than on "death" (1 coin per pop)
  • Art
    •  Base enemy draft artwork
    •  Base enemy death animation
    •  Enemy strength evolution draft artwork
  • Audio
    •  First draft of "popping" SFX
  • Design
    •  In-depth first draft design documentation of enemy levels (red->blue->green->…->MOABS, etc.)

Towers

  • Systems
    •  Modify base tower
    scriptable object
    • to include fields for:
      •  Shooting speed
      •  Shooting pierce
      •  Shooting range
      •  Shot persistence
      •  Toggle for physical vs magic damage
      •  Toggle for whether it can detect hidden enemies
    Variety
    •  Basic implementation of single shooter + area of effect shooter
  • Balance
    •  Cannot overlap towers (each tower takes a bit of space)
  • Art
    •  Single shooter draft artwork
    •  Single shooter draft animation
    •  Area of effect shooter draft artwork
    •  Area of effect shooter draft animation
    Balance
  • Cannot overlap towers (each tower takes a bit of space)
  • Quality of Life
    •  Ability to drag and drop towers from UI to map
    •  Can view tower range while dragging and dropping
  • Design
    •  In-depth first draft design documentation of upgrade path(s) for single shooter and area of effect shooter

Levels

  • Design
    •  Draft design of first "easy" level
  • Art
    •  Draft artwork/moodboard for first "easy" level
  • Audio
    •  Draft background music for first level

UI/UX

  • Systems
    •  Pause/settings menu
    •  Save system (stretch goal)
  • Design & Art
    •  Draft design of user interface (can be close to a 1:1 of Bloons interface)
  • Audio
    •  Draft background music for main menu
    •  Draft SFX for button clicking

Narrative

  •  Narrative synopsis
  •  Visual novel type system that can be placed between levels
  •  Draft character art (stretch goal)