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greengamejam2018's Introduction

GreenGameJam2018

2D Side View Base Defense Game

greengamejam2018's People

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greengamejam2018's Issues

Monsters not reaching targets

Monsters get stuck in the terrain too easily. Improve their path finding or movement behaviour so that they reach their targets more reliably.

Attacks of monsters should cost them health

When implementing the meteor "monsters" (see branch feature-meteors, EdithScene), I noticed that the whole monster implementation focuses on ground-crawling monsters (path-finding etc.). By introducing a method "CanOnlyFall", I have tweaked the monster spawning and movement such that meteors become possible. The whole thing is far from finished (no collision handling, no sound, etc.), but works surprisingly well: meteors fly straight to a random oxygen station and destroy it. But after that, then they go on and attach the next oxygen station...
We need either a trigger that does something on impact of a monster (sounds artificial to me) or a way of destroying the meteor (or monster in general) after an attack. So I propose to have an additional variable "AttackCost" in MonsterAttributes which gives the cost of an attack to the monster (like "attacking tires them out" - a monster cannot attack eternally).
For meteors, this variable would be high enough to destroy the meteor after only one attack. (For the visual explosion effect on destroying the meteor see sparate issue).

Score Display/Screen

Display some kind of Score and High Score.
e. g. Number of killed monsters, or differnet points for different monsters.

Blood Moon Alert not Visible

  • Make the blood moon alert more apparent by adding visuals to the console. (Red light flashing)
  • Visualise that there are not enough players yet to start the event if players are still missing
  • Visualise blood moon effect when it occurs

Improve menu

  • Add a settings page
  • Add an ingame menu
  • Improve visuals

Monsters cause lag

Many monsters cause a lot of lag. Find a way to optimise monsters or otherwise prevent too much monster spawning by game mechanics (e.g. individual monsters are very strong and we don't spawn that many.)

Exponential Upgrades

Issue to collect all tasks and problems regarding upgrades and exponential growth.

Tasks

  • Wave monster count and strength grow exponentially
  • Monsters drop give blood when killed
  • Upgrade placeables using blood
  • Upgrade system for each placeable that makes it exponentially stronger (and consume exponentially more)
  • Adjust wave counts to player count

Visual effect when monster dies

When a monster dies, it should not just "disappear", but call a visual effect (depending on monster type - could be implemented in ...MonsterMovement class).
For meteors, this would be something like an explosion. But also a dying spider or worm could have a visual effect (breaking? melting? flying apart?).

Game Over

If all players die, the Game should be over and display that to the players.

Add Defense Tower

There's already an almost working tower. Add it to the game and make it attack (and damage) nearby enemies.

  • Player can build it
  • It consumes energy
  • It attacks enemies if it has energy and damages them on hit

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