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  • 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.)
    • 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
    • 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
  • 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

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