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Version 15
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Enemies
- 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 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
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)