Enemies
- Systems
- In-game representation of Bulk Enemy (that may break apart and spawn multiple small enemies)
- In-game representation of Camo Enemies
- Regen Enemies
- Ceramic Enemies
- Art
- Camo overlay
- Regen Enemies art
- Audio
- Bulk enemy (ghost ship) "being attacked" sound
- 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 more upgrades
- Fix support tower to match to Andrew's spec
- Can still put towers on paths
- When hovering over upgrade, have text that says what the upgrade does
- More upgrades should mean you can sell the tower for more money
- If you can't afford an upgrade, it should show up red or greyed out
- (HIGH PRIORITY) Clicking on a tower that's been placed should show its range
- (MEDIUM PRIORITY) Popping priority, just focus on shooting balloons furthest down the path
- Balance
- Continued balancing of towers
- Revisit the sniper - it may be too slow
- Art (reference, upgrades reference)
- Continued finalization + consistency of existing tower art
- Improved UI for tower upgrade paths
- Shooting art (replace the star)
- Visual effect for explosive tower to show radius of explosion
- Implement tower art upgrades + make UI more obvious
- 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
- Ability to deselect a tower
- Ability to drag and drop towers from UI to map
- Audio
- Explosion SFX (for explosive shooter)
- Tower placement SFX
- Design
- Make tower descriptions a lot more specific/descriptive
Jira showSummary false server Jira serverId fe38e462-4f86-3bfb-86a6-cc575d76e718 key PT21-127
- Make tower descriptions a lot more specific/descriptive
Levels
- Design
- Additional X rounds created
- Art
- Iteration on first draft level art
- Iteration on second level draft art
- Iteration on third level draft art
- Audio
- Iterate on background music for all levels
- Create background music draft for second level (similar tone, increased urgency?)
- Background ambience (torches, crickets, water, etc.)
- Design
- Create original design for first level
- Recreate design for second level
- Recreate design for third level
UI/UX
- Systems
- Audio toggles
- Design & Art
- UI elements draft art (reference)
- Improved tower upgrades screen
- Improved pause art
- Differentiate between play and speed-up buttons
- Arrow thing for pulling out menu should go backwards when pushing in
- Make the tower menu a bit smaller / make the icons take more space
- Audio
- Iterate on background music for main menu
- Draft SFX for button clicking
- Draft credits music
Narrative (reference)
- Systems
- Actual campaign system!
- Art
- Draft character art
- Text is too hard to read (contrast, too small)
- Audio
- Campaign music
- Design
- Next button should be replaced with a small arrow in text box
- Ability to skip text or show all text at once (click to show all text in the box without animation)
- Maybe too long until actual gameplay starts - break up dialogue? Consider making it a little shorter? Or have some brief gameplay at start?
- Add toggle to remove typing animation altogether