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August

Morning Task List

  • Day 5: Create a few sample weapons and power-ups (e.g., the "Nanobot Swarm" and related upgrades).
    • RustedCogblade
    • RustedCogbladeWithVelocityAugmentation
    • Create the bow
  • Basic Geometric patterns for spawning. WaveData and WaveManager (control of LevelManager)
    • Still need to write Sine and GRid
  • Improve basic AI for enemies (movement towards player, basic attack patterns).
    • Improve enemy attack animation and feel
    • Improve enemy death look and feel
    • Improve player level up
  • Implement level up screen
    • Show three upgrades
      • Chance for upgrade
      • Change for new
  • Implement Health bar
  • Implement Damage Numbers
  • Implement weapon that chains (If it kills a group of enemies it continues to move in a straight direction through them (Do this later...)
  • Try Casisius speed 50?

Implemented another weapon. Moving onto the wave spawns and the AI. Will work on the nanobot swarm or chain weapon later.

Add XP powerups (Need to collect them by moving onto them

AddWeapon pickups (unlock / equipped system

Morning Task List

:Next up:

Add XP powerups (Need to collect them by moving onto them

AddWeapon pickups (unlock / equipped system

  • Day 5: Create a few sample weapons and power-ups (e.g., the "Nanobot Swarm" and related upgrades).
    • RustedCogblade
    • RustedCogbladeWithVelocityAugmentation
    • Create the bow
  • Basic Geometric patterns for spawning. WaveData and WaveManager (control of LevelManager)
    • Still need to write Sine and GRid
  • Improve basic AI for enemies (movement towards player, basic attack patterns).
    • Improve enemy attack animation and feel
    • Improve enemy death look and feel
    • Improve player level up
  • Implement level up screen
    • Show three upgrades
      • Chance for upgrade
      • Change for new
  • Implement Health bar
  • Implement Damage Numbers
  • Implement weapon that chains (If it kills a group of enemies it continues to move in a straight direction through them (Do this later...)
  • Try Casisius speed 50?
  1. Setup a grid system: We created a grid system to manage the positioning of entities, such as player, enemies and obstacles in your 2D game. This grid system is implemented as a Dictionary<Vector2, HashSet<Entity>> where Vector2 denotes grid positions and the HashSet contains all entities at a certain position.
  2. Implemented movement logic: For every step an entity takes, it calls the MoveEntityOneStep method to update its position. This function handles all necessary collision checks and updates the corresponding HashSet(s) in the grid.
  3. Optimized collision checks: We optimized collision checks by maintaining HashSets of grid positions that have obstacles, players, or enemies. These HashSets allow for O(1) complexity when checking for collisions or interactions, significantly improving performance over a list or array based approach.
  4. Refactored the code: We refactored the MoveEntityOneStep method to improve its readability and maintainability. The checks for valid movements were moved to a new method called IsValidMove.
  5. Implemented simple pathfinding: We implemented the Greedy Best-First Search (GBFS) algorithm to have entities find a path towards their targets. GBFS chooses the next grid position that is the closest to the target and does not have obstacles or other entities. For each turn an entity takes, it calls the GetBestNextStep method to determine its next grid position based on this algorithm.
  6. Addressed potential performance issues: To ensure the game runs smoothly with a large number of entities, we discussed strategies like caching, avoiding unnecessary computations and minimizing use of expensive operations.
  7. Discussed further performance considerations: We also discussed other important considerations for game performance, such as garbage collection, efficient shader and material use, optimizing UI elements, and avoiding the use of certain slow functions like Find and FindGameObjectWithTag.

BGIII (Made it through lots of act I)

Morning Task List

  • Start on refactor for projectilestwu
  • Add XP powerups (Need to collect them by moving onto them
  • AddWeapon pickups (unlock / equipped system

Of course! Here's a concise recap of the work we've done:

  1. Introduction: You approached with a desire to improve the movement logic of the CopperCogRecurveArrow in your game.
  2. Refactoring Movement: We transitioned from using a single-step calculation in MoveCopperCogRecurveArrowToTarget to utilizing a more robust pathfinding mechanism, GetBestPathToTarget.
  3. Arrow Movement Sequence: We utilized DOTween to create a movement sequence for the arrow, where the arrow would follow each step in the determined path.
  4. Collision Checking: The primary goal was to ensure the arrow could detect collisions with enemies during its movement. We wanted to halt the arrow's movement if it hit an enemy and carry out specific actions, such as applying damage.
  5. Handling Callbacks: We made use of DOTween's callbacks such as OnStepComplete and later transitioned to AppendCallback (due to a known DOTween issue) to check for enemy collisions at each step.
  6. Arrow Destruction: After a collision or upon reaching the end of its path, logic was added to destroy the arrow and possibly spawn particle effects.
  7. Debugging and Error Handling: We encountered an issue related to a DOTween error, which was then traced back to an issue with the instantiation of a GameObject in the DestroyArrow method. This led to the discovery of a plugin causing problems with a prefab change.

By the end of our session, the arrow's movement was revamped to follow a path, detect enemies during its journey, and either halt its movement upon impact or proceed until the path's end. The revamped logic improved the game's functionality and met the desired behavior.\ I hope this summary captures the essence of our collaboration. If you have any additional questions or future projects, feel free to reach out!

Morning Task List

  • AddWeapon pickups (unlock / equipped system)
  • Add title screen
  • Release 0.3.0

Next

Version 0.3.0 Release Preparations

1. Weapon Pickup Dialogues:

  • Implement a dialogue box that appears post weapon pickup.
  • Temporarily disable in-game controls during this interaction.
  • Display the corresponding weapon art and its description.
  • Give the player two choices:
    • Continue without any action.
    • Follow what the professor instructed with the item.

2. Game Interface Enhancements:

  • Design and implement a title screen.
  • Create a menu screen with basic game options (e.g., audio controls, resolution settings).

3. Release Process:

  • Thoroughly test all implemented features for version 0.3.0.
  • Debug and solve any remaining issues or glitches.
  • Compile and package the game.
  • Officially release version 0.3.0.

Version 0.4.0 Planning

Focus: Visual enhancement, narrative flow, and dialogues.

1. Story Development:

  • Refine the game's narrative structure.
  • Develop engaging dialogues for character interactions.
  • Ensure continuity and logic in story progression.

2. Visual Polish:

  • Review current in-game visuals for any inconsistencies.
  • Enhance graphics where necessary.
  • Optimize animations and visual effects for smoother gameplay.

Version 0.5.0 Preliminary Planning

Focus: Gameplay balance, weapon additions, upgrades, and Radiant Forest level enhancements.

1. Weaponry and Upgrades:

  • Design and integrate 2 new unique weapons into the game.
  • Develop and implement two new upgrades for enhanced gameplay.

2. Level Design for Radiant Forest:

  • Design 5 minutes of engaging wave challenges.
  • Enhance the visual appeal of the Radiant Forest.
  • Optimize the level design for a better player experience.

3. Game Balance:

  • Playtest extensively to understand gameplay flow and balance.
  • Adjust weapon powers, enemy strengths, and other mechanics for a challenging yet enjoyable gameplay experience.

This list should guide the development process for the upcoming versions. As you progress through the tasks, be sure to make modifications to the list as necessary, based on feedback, testing results, or new ideas. Best of luck with your game development! If you need any more assistance or guidance, don't hesitate to ask.

Morning Task List

  • Give the stag a glitch or teleportation effect
  • Add the Gleaming Treant enemy - think of some interesting device for its movement or attack pattern
  • Add a interesting movement or attack pattern for wisp
    • Just a pulsing glow is fine? In fact the pulse gives the player a boon? The leave a light that gives the player a boon?
  • Work on first 5 minutes of waves

Morning Task List

  • Give the stag a glitch or teleportation effect
  • Add the Gleaming Treant enemy - think of some interesting device for its movement or attack pattern
  • Add a interesting movement or attack pattern for wisp
    • Just a pulsing glow is fine? In fact the pulse gives the player a boon? The leave a light that gives the player a boon?
  • Work on first 5 minutes of waves

Morning Task List

  • Create Treasure Chest that uses meta progress to unlock weapons / upgrades instead of creating default
  • Add a interesting movement or attack pattern for wisp
    • Just a pulsing glow is fine? In fact the pulse gives the player a boon? The leave a light that gives the player a boon?
  • Work on first 5 minutes of waves. Add random options so it is not predictable. A list of choices for each wave for example
  • Add a Visual like VS in the top left. Boxes for equipped weapons plus ticks for total upgrade progress (each weapon has limited options. Some better than others)
  • Add more enemies from the radiant forest list
  • Organize the weapons
  • Add new weapons

Morning Task List

  • Add one more enemy from the radiant forest list
  • Add one more weapon and two more upgrades (Electro Axe + New)
    • Electro Axe
    • Electro Axe Voltage Regulator
    • Quantum Lash (Use new arc path) It creates a trail of particles in an arc all enemies damaged -= distance along arc
    • Quantum Lash Upgrade
  • Add Meta Events [https://github.com/JoshuaJDevine/RelicRun/issues/14]

Morning Task List

  • Add one more weapon and two more upgrades (Electro Axe + New)
    • Electro Axe
    • Electro Axe Voltage Regulator
    • Quantum Lash (Use new arc path) It creates a trail of particles in an arc all enemies damaged -= distance along arc
    • Quantum Lash Upgrade
  • Add Meta Events [https://github.com/JoshuaJDevine/RelicRun/issues/14]
  • Develop story (Level prompts are in ideas)
  • Cut new release

Morning Task List

  • Add some SFX and Music

Morning Task List

  • Add special ability / skip button
  • Enemies take turns first? Or weapons use onEnemiesEndTurn?
  • Add knockback
  • Add stacking rules (max stack# and prevent unlike entities from moving onto a each other)
  • Add a game over display, an acknowledge button,
  • Add the professors workshop to restart the game.
  • Develop meta data
  • Expand the radiant forest
  • Add sfx to weapons and enemies and particles

Morning Task List

  • Add special ability / skip button
  • Enemies take turns first? Or weapons use onEnemiesEndTurn?
  • Add knockback
  • Add stacking rules (max stack# and prevent unlike entities from moving onto a each other)
  • Add a game over display, an acknowledge button,
  • Add the professors workshop to restart the game.
  • Develop meta data
  • Add 2 weapons
  • Expand the radiant forest
  • Add sfx to weapons and enemies and particles

Morning Task List

  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
  • Add sfx to weapons and enemies and particles
  • Add SFX and Music bus in FMOD
  • Add game menu and hook up SFX and Music bus
  • Add 2 new enemies
    • Steam Powered Treant
    • Chrono Crawler
  • Remove upgrade path function (Moved into Github issue)
  • Add Upgrades to array in Weapons properties (Moved into Github issue)
  • Fix the Sprocket Mosquito bug (Sprite Renderer

Morning Task List

  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
  • Add sfx to weapons and enemies and particles
  • Add SFX and Music bus in FMOD
  • Add game menu and hook up SFX and Music bus
  • Add 2 new enemies
    • Steam Powered Treant
    • Chrono Crawler
  • Remove upgrade path function (Moved into Github issue)
  • Add Upgrades to array in Weapons properties (Moved into Github issue)
  • Fix the Sprocket Mosquito bug (Sprite Renderer
  • Refactor the entire turnManager and GridManager and make object poolers 🙂

Morning Task List

  • Refactor the entire turnManager and GridManager and make object poolers 🙂
  • Restore enemy counters. Create object pooler for enemy counters

Morning Task List

  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
  • Create a few treasure chest pickups and 5-10 minutes of progression for the player.
  • Move transform spawn for waves to follow player
  • Implement teleport for enemies
  • Create loading screen / Title Screen

Morning Task List

  • Add an option to buy new weapon unlocks from Quark
  • Add an option to buy new weapon upgrades from Quark (cost a higher level Cog not available yet)
  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
    • Add serialized data to the doors
  • Create a few treasure chest pickups and 5-10 minutes of progression for the player.
  • Implement teleport for enemies
  • Finish reworking the existing weapons
  • Finish reworking existing enemies (reintroduce particle systems with pooling)
  • Add 2 new enemies

Morning Task List

  • Improve the cog weapon buying animation
  • Add an option to buy new weapon upgrades from Quark (cost a higher level Cog not available yet)
  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
    • Add serialized data to the doors
  • Create a few treasure chest pickups and 5-10 minutes of progression for the player.
  • Implement teleport for enemies
  • Finish reworking the existing weapons
  • Finish reworking existing enemies (reintroduce particle systems with pooling)
  • Add 2 new enemies

Morning Task List

  • Improve the cog weapon buying animation
  • Add an option to buy new weapon upgrades from Quark (cost a higher level Cog not available yet)
  • Finish reworking existing enemies (reintroduce particle systems with pooling)
  • Create a few treasure chest pickups and 5-10 minutes of progression for the player.
  • Expand the radiant forest
    • Make a little "dark door" nestled in a close group of trees that the player can enter to find secret rooms and event and stuff
    • Add serialized data to the doors
  • Implement teleport for enemies
  • Finish reworking the existing weapons
    • Upgrade for rusted cogblade
    • Upgrade for Copper Cog Recurve
    • Electro Axe
    • Electro Axe Upgrade
    • Electro Axe Special (creates a huge sprite of the axe that quickly fades out and then a large square of electricity around the power)
  • Add 2 new enemies

Morning Task List

  • Expand the radiant forest
    • Create a few zones. Light on the right to guide the player towards something
    • Lighting effects to guide to electro axe
      • Add serialized data to the doors
  • Implement teleport for enemies
  • Finish reworking the existing weapons
    • Copper Cog Recurve with Rapid Release Gear
    • Electro Axe
      • Electro Axe Special (creates a huge sprite of the axe that quickly fades out and then a large square of electricity around the power)
    • Electro Axe Upgrade
      • Electro Axe Special Upgraded
  • Add 2 new enemies
    • Corrupt Glowing Wisp
    • Replicating Glowing Wisp

Morning Task List

  • Expand the radiant forest
    • Create a few zones. Light on the right to guide the player towards something
    • Lighting effects to guide to electro axe
      • Add serialized data to the doors
  • Implement teleport for enemies
  • Finish reworking the existing weapons
    • Electro Axe Upgrade
      • Electro Axe Special Upgrade

Morning Task List

  • Expand the radiant forest
    • Create a few zones. Light on the right to guide the player towards something
    • Lighting effects to guide to electro axe
      • Add serialized data to the doors
  • Implement teleport for enemies
  • Test basic balance for a few waves
  • Release 0.5.0

Morning Task List

  • Release 0.5.0

Morning Task List

  • Planning
    • Story
    • 0.6.0
    • Release and Marketing strategy
      • Cassius Cog. Make a mascot.
  • Bonus: Write Main Theme
  • Bonus: clean up and add cool sfx and theme to menu

Morning Task List

  • Refactor Wisp Movement

Ideas for Improved GlowingWisp Behavior:

  1. Stacking Buffs: When two or more GlowingWisps are adjacent, they could "stack" together to become a single, more powerful entity for a limited time. They could either move as a unit or stay put and channel a powerful attack.
  2. Directional Movement: Wisps could have a preferred direction they like to move in. When more than one wisp is adjacent, they could prioritize moving in their preferred direction rather than towards each other.
  3. Coordinated Attack: If multiple wisps are adjacent to each other, they could perform a coordinated attack on the player rather than moving.
  4. Teleportation: If a wisp finds another adjacent wisp, instead of moving to that square, it could randomly teleport to a different location on the board.
  5. Trail Following: Each wisp could leave a "trail" as it moves, and other wisps would be more inclined to follow these trails rather than moving randomly or swapping places.
  6. Flocking Behavior: Implement basic flocking algorithms where wisps try to maintain a minimum distance from each other, while still moving towards the player. This would prevent them from stacking or swapping places and would also create an interesting dynamic.
  7. Magnetic Behavior: Wisps could be 'magnetically charged', where they either attract or repel each other based on their 'polarity'. This way, they would either pull closer or push away from each other when adjacent, depending on their charge.
  8. Conditional Movement: Wisps could be programmed to only move towards other wisps if they're at a certain health level or have certain "energy" levels. This would add an extra layer of strategy for the player, as they would have to figure out the wisps' conditions for movement.