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3.0 3.0 0.0 1.36 GB

A reverse roguelike game developed by Iron Deficiency

Home Page: https://TWGBAM.fun/

C# 2.40% C++ 97.39% C 0.21%
3rdperson game game-development games rougelike rougelike-game third-person-game thirdperson unreal-engine-4

twg-bam's People

Contributors

benthegreat15 avatar deltaninja123 avatar gp2p avatar itzkurt102 avatar jcampanale avatar oliverrayner avatar

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twg-bam's Issues

Dynamic Time of Day

Skybox start at afternoon/dusk, then changes time as player plays, and moves to complete darkness eventually.
Lights slowly start to turn on as the sun goes down
For the procedural generation of map, ask the time of dat to decide how many lights are on

We might be able to have this at the beginning

UI Overhaul

  • Start Screen
  • Pause Screen
  • Death Screen
  • Hotbar
  • Remove curser? Or redo curser

Start animation and start menu

A game start animation can be helpful - don't need to be complicated
Start with this view, then the player magically spawns, then the chaser spawns, then the camera rotates to the normal angle and the game starts.

image

should just be some blueprint changing the camera angle, adding visual particle effect, and delaying player spawn

We can make a twirling galaxy/portal kinda thing hanging in the sky as the start menu background, and when the player hits start the Wand Guy and the chaser spawns/falls from the portal, and the chaser starts chasing, the camera rotates into position
That both explains the story and the current situation (since the player can't look back, they won't know someone's chasing before it gets too close

QoL: Display auto-aim target

Might introduce performance issues if search every tick.

Visually highlight which enemy is the auto-aim snapping to, so players know what spells to use

It would be even better if players can choose by using something like Q and E keys

Trigger player attack animation

Attack in game is quick. The animation has a build up. We need a solution (delay attack, or modify animation, or both, or something better)

Also how to trigger the animation. Maybe from the click since the attack code is in C++ not Blueprints

Add Lighting

Add lights to the scene. This includes spotlights, point lights, and baking lights for buildings.

Difficulty selection

Game too hard now - but can be the "difficult" level
Add difficulty selection?

Allow for auto-run

This game requires a lotta running forward, thus we should make an auto-walk by something like tapping Capslock or L3 on controllers

Add Hybrid Traps

Trap tiles with pickups in them (points, health, speed up, maybe spells)

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