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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 PT21-127 - Getting issue details... STATUS

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

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