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View Code? Open in Web Editor NEWClassic community-driven session-based Tower Defense game with RPG elements.
Home Page: https://youtd2.com/
License: MIT License
Classic community-driven session-based Tower Defense game with RPG elements.
Home Page: https://youtd2.com/
License: MIT License
When the last wave ends there are multiple problems:
Currently got a sprite with a trail, colored by element.
Could add more diverse visuals. For example a fiery orb with fire rotating around it.
All projectile visuals should have a trail though, otherwise it's hard to see the projectile.
Especially in html5 build.
If you move the camera left, then try to switch to moving to right, there's a delay before camera starts moving to the right. Same for vertical directions.
Description:
System specs:
Which creep can drop which items and with what chances.
Tower and item scripts use "mdl" paths to effects. Replace these with corresponding paths to our effects.
Current progress:
41/41 pages on website
A number of items are disabled because their script is too complicated to completely implement at the moment.
Implement the same way as ItemBar.
Add third button in bottom right corner, next to buttons for towers and items.
ResearchBar - ItemBar
ResearchButton - ItemButton
Connect ResearchButton to ButtonTooltip, like ItemButton.
Disable ResearchButton when requirements are not met, like TowerButton.
There is already a class for storing element levels: ElementLevel. Call ElementLevel.increment() when research button is pressed.
Pass paths for buff icons to set_buff_icon() calls in tower and item scripts.
Build, Random, others
Limit which towers can be built based on current wave number and research level.
Darkness
Portal has lives which are reduced when creeps reach it
When portal gets destroyed, game is over
Place floor and decoration tiles.
Values like creep health also need to change based on difficulty but this is outside the scope of this task.
Do difficulty adjustment for values as part of the tasks which define those values.
common - white
uncommon - green
rare - blue
For item icons when they are displayed in tower inventory and also when getting dragged.
Not a must have thing, consider whether items look better with or without colored borders.
The buttons in BuildBar are disabled.
Remember to turn off config/ignore_requirements
dev flag while working on this.
Track this issue here:
godotengine/godot#70691
The system is implemented. Now need to write buffs that represent each special.
Item icons are displayed in tower item inventory and in item storage.
Display lines of text, scrolling from bottom to top. Contains information related to gameplay.
Modify https://github.com/Praytic/youtd2/tree/main/Build/Web to include Google analytics (or alternatives) to collect website stats.
Currently items are removed from the game
TowerActions._on_sell_button_pressed()
Darkness
Actions that can be performed while tower is selected.
Camera should move when mouse is at the edge of the screen.
Current progress:
443/700 towers
Call buff_type.set_buff_tooltip() in tower scripts when buff type is created.
Not available on youtd website, have to write from scratch.
Example:
IcySkulls, "cassim_slow"
"Slowed\nThis unit has been chilled to the bone; it has reduced move speed".
When building towers, if mouse is over a position where there is already a tower, the tower preview should change to red color and clicking should do nothing.
215/215 common towers done
Effects are things like explosions, lightning bolts, meteor falling down. Used as a visual for tower abilities and other things.
Can be implemented as a scene with an animated sprite.
Creep armor type, race.
Recipes:
Oils and items placed into the cube must be of same rarity.
Note that transmute obviously can't go above the unique rarity. Probably disable recipes for such cases?
Tower icons are displayed on tower build buttons.
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