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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
  • Audio
    •  Explosion SFX (for explosive shooter)
    •  Tower placement SFX
  • Design
    •  Make tower descriptions a lot more specific/descriptive
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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