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This task encompasses several issues
#1) The fact that creep graphics are 1 or more units large but towers can
be placed on 1/2 unit spaces means that a 1-3 unit size creep can walk down
a 1/2 unit space. This looks really bad.
#2) The game doesn't feel all that 3d while playing.
Possible solution. Double the size of the playfield (scale it), double the
size of the towers to match but leave the size of the creeps as is. This way
*) Creeps will more likely fit down 1/2 unit paths.
*) The game will field more 3D like a normal scrolling RTS.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:17
The sounds have stopped working. Probably just a path issue.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:18
The game currently puts a solid non shaded box as a cursor. This obstructs
the view when trying to place a tower.
A wireframe box or a wireframe + translucent box would be better.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:19
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Creeps just appear on over the left side of the playfield. For some that's
okay but for the Robot that is not. He should fly in from off the screen or
walk out of the house small, and jump into the air as he scales up.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:34
The ones checked in are PRE-RELEASE!! As in before April 2008!
To upgrade requires several steps
1) Copy the new o3djs libs in. (leaving out serialization.js if possible)
2) Fix the incompatibilities with the code.
3) Make a system to run the exported files through the o3dConverter
4) upgrade serialization.js and the o3dConverter to the current versions
and then convert to match.
It's possible steps 3 and 4 should come first because I believe there are
some files missing.
Also note that because of bugs in the 3dsmax exporter they have manually
replaced the shininess value in their exported files.
We can either add the search and replace to the exported files in the
build, OR, make the runtime fix it. Although, some of those issues were
fixed since and it the search and replace may not be needed. See
exported-assets/Environment/replaceList.txt
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 12:36
When creep makes it to the enemy base something needs to happen.
In other task it was suggested to make the HUD flash in certain ways but on
top of that, for sample, the Robot just disappears. He needs to fly into
the base or off the screen or something.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:36
The mouse cursor and the cursor on the game field do not match position.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:12
Currently when adding a tower the game will noticeably pause.
I'm guessing the issue is that the code is deserializing a character which
is a lot of work. Two solutions off the top of my head
#1) create instances of all the towers before the game starts and then just
add them to the transform graph as needed.
This has the issue that you'll basically need to create enough of each type
of tower to cover the playfield and that it will make initialization slow.
#2) Put a place holder graphic (colored cube or instance geometry) at the
new tower spot and then deserialize a tower over multiple game frames so as
not to pause the game. The deserialization code is already supposed to
support this. There was just a bug in IE that no one has bothered to look at.
That cube or geometry could scale up overtime which would actually be much
more like a normal RTS that shows building time for the tower to appear.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:26
The game takes a while to load, it needs a progress bar or percent loaded
display so the user has come idea when it will be ready.
OR, better but more work,
allow the game to play with cubes and a checked plane and load the graphics
in the background. The only big problem there is that the moment a
character is downloaded a lot of work has to happen to parse the data. To
make that not effect game play might require some work.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:08
To add excitement to the game more effects are needed.
Examples: When a tower dies money particles should appear around the dollar
display and you should see the dollars count up.
When a creep makes it in the base the hitpoint bar should flash colors and
have some particles or glow effect or something to emphasize the issue.
When it becomes possible for a tower to be created (ie, going from having
$9 to $10) the tower icon for the tower that is now possible to buy should
have a glow flash.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:30
Area cursor and shadows should each respectively be on their own DrawList
so they can sort correctly.
Original issue reported on code.google.com by [email protected]
on 4 Nov 2009 at 3:00
There are 2 things here
#1) The closer you are to death the more tension there should be. Adding
another piece of music or playing the same music at a faster pace. Flashing
the HP bar violently or something.
#2) When the player finally loses the game should give more fanfare than it
has. It should also display a score so the user has some idea how well he
did (number of each type of tower created, total money earned, number of
each type of creep killed, total score, etc..)
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:39
The game gets too slow when about 1/2 the playfield has towers. We need to
figure out why and see if we can fix it.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:37
Placing a tower has *issues*
*) You are supposed to be able to double click to place but this only works
sometimes.
*) You are supposed to be to drag a tower out but this only works sometimes
as well
*) You are supposed to be able to upgrade a tower but the UI is unusable.
Random ideas for fixes:
Change the UI so if you are not dragging a tower then
Double clicking or right clicking on the playfield brings up a menu with
the 3 towers you can place. The ones you have no money for are grayed out.
You can click on one of the towers to build OR you can click off the menu
to close the menu or click the "cancel" button.
As you cursor over the options the area of effect cursor should appear live
around the tower and the tower should show in the place it will appear once
built.
Double clicking or right clicking on a tower brings up the upgrade / sell
menu. Click the upgrade button or click cancel. As you cursor over upgrade
the area cursor should adjust to show the influence of the upgraded tower.
Single click and drag to scroll.
Unfortunately it's not clear how the tower icons and dragging towers off
those icons fit with this model.
Otherwise, maybe
#1) The cursor should ALWAYS have a tower under it if it not over an
existing tower. It is displayed as:
a) ghosted if you don't have enough money to place
b) flashing transparent red if it overlaps something else
c) a solid transparent color (blue? green?) if you can place it
Only placed towers should be their true colors.
Clicking places the tower if you have the funds
#2) If the cursor is over an existing tower the shape under the cursor
changes to an upgrade symbol or flashes the tower under the cursor.
Clicking brings up an upgrade/cancel menu. While to menu is up the range of
attack area is shown for that tower. While the cursor is over "upgrade" the
upgraded area of attack is shown.
#3) Right clicking at any time brings up a shortcut menu to select one of
the 3 towers. It's a click, drag, release menu.
a) click and hold, menu appears
b) while holding drag to tower icon around mouse
c) release on icon to select a tower type or anywhere to leave selection as is.
This is just a shortcut so you don't have to go to the icons at the top right.
Original issue reported on code.google.com by [email protected]
on 4 Nov 2009 at 3:22
The particle effects currently in the game are atrocious.
As a suggestion, it might be nice to make a particle editor. It could be
possibly be as simple as the material editor in the beachdemo, just a bunch
of textareas that edit the particle parameters. Unfortunately there are way
more particle parameters than material parameters.
I thought about making a nicer particle editor with manipulators using the
manipulator library but that's more work.
Original issue reported on code.google.com by [email protected]
on 31 Oct 2009 at 9:22
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