Commit graph

37 commits

Author SHA1 Message Date
ce56b6d829 smear out blink times so enemies don't blink in clusters 2026-08-04 21:47:08 -07:00
f4a0dc57c3 blink moves forward a short number of meters, not along waypoint boundaries 2026-08-04 21:03:54 -07:00
16706a1ecf Scale difficulty by run position; wipe towers at phase end
Follow-up pass on the 2.0 refactor, closing the gap between "waves are drawn
at random" and "difficulty still lives in the enemy assets".

- Enemy health is no longer authored per enemy type. New EnemyScalingConfig
  scales a per-zone HP *budget* by encounter number; per-enemy health is that
  budget divided by the wave's enemy count. Scaling the total rather than the
  per-enemy value keeps enemy count a texture knob (few tanks vs many swarmers)
  instead of a second, uncontrolled difficulty axis. EnemyDefinition.MaxHp
  becomes HpMultiplier, a deviation around 1.0. Speed stays archetype-only and
  unscaled -- escalating it compounds with health and invalidates tower balance
  mid-run.
- GoldConfig entries no longer reference a WaveDefinition. Payout is a property
  of run position, not of which wave got drawn: WaveGoldEntry ->
  EncounterGoldEntry, Waves -> Encounters, keyed by global encounter number.
  Its inspector labels elements "Encounter N" and projects cumulative earnings.
- The wave's voted buffs now show as icon badges in the top bar, read from the
  same RunState slot the spawn path uses so the display can't drift from what
  the enemies actually carry. Hover names the buff; unillustrated cards fall
  back to a lettered badge rather than vanishing.
- Clearing a phase's boss destroys every built tower, unrefunded. Queued build
  jobs still refund -- those towers were never delivered. Runs with the field
  empty, so the walkability churn doesn't hit the re-path scheduler.
- Fixed an RPC codegen break: [ClientRpc] requires a ClientRpc suffix, unlike
  the newer [Rpc(SendTo...)] style this file doesn't use.
- Setup checklist reordered into dependency order; it previously asked for a
  RunDefinition two sections before creating one.

Also carries the editor-side asset reorganisation into Definitions/RunDefinitions
and the sprite move into Enemy/Player draft icon folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 00:32:33 -07:00
7e5c3a8279 Merge branch 'enemy-upgrades' 2026-07-28 22:46:37 -07:00
0498e7e786 Updating slow upgrade icon 2026-07-28 21:58:57 -07:00
11ad19992d enemies split, but it needs a bit of work 2026-07-28 21:40:59 -07:00
a26d0acbfb upgrades working; fix a small bug in which a base spell could be re-offered after picking an upgrade 2026-07-25 23:46:45 -07:00
330a929985 remove deprecated buff system 2026-07-21 21:20:30 -07:00
a33d951abd Updates to spells, HUD, Gold, and Camera Controls. New sound effects! 2026-07-18 18:12:56 -07:00
689fe7be88 shitty looking AOE effect for slow area 2026-07-17 00:03:36 -07:00
c0e963fbeb fireball looks like a big stupid fuckin meatball now 2026-07-16 20:26:12 -07:00
dd87fd6d0a terrible looking placeholder for firework 2026-07-14 23:10:32 -07:00
fb945db872 serialize some fields 2026-07-14 22:04:08 -07:00
ca958376a4 spells work! changed the layer to enemy 2026-07-14 21:37:41 -07:00
7cf15dcaa6 draft options working; spells won't cast though 2026-07-14 20:56:50 -07:00
157b77ebfa new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -07:00
4f21f8a99b Merge branch 'main' into new-effects-work 2026-06-30 22:31:52 -07:00
28b0e2cdf2 Adding VFX package, cleaning up texture on terrain slightly, and adding new build FX asset for orbital drop visuals. 2026-06-30 22:22:58 -07:00
a7b2d1854d Merge branch 'unified-audio-manager' into main
# Conflicts:
#	Assets/_Project/Definitions/Towers/TeslaCoilTower.asset
2026-06-30 21:39:09 -07:00
Ben Calegari
fc4d2adfe6 Rename firerate > attacks per second 2026-06-30 20:36:13 -07:00
404c749a43 unified audio manager that limits the number of simultaneous sounds in certain categories 2026-06-30 20:12:03 -07:00
699ea34268 Adding Tesla Coil Tower and Arc VFX
New tower!
2026-06-25 11:35:23 -07:00
63b8195985 Updating 9player map to support new draft system 2026-06-24 00:31:29 -07:00
b0ca2e1d28 Merge branch 'feature/draft-system' 2026-06-24 00:27:03 -07:00
3ceebed8f6 Adding the bones of the drafting system by removing the wall and siege towers from the base set and adding them temporarily as choices for the draft. Also adding Project_Context and Project_Roadmap documents to use with Claude 2026-06-24 00:15:17 -07:00
ec3a7a97a1 replacing obsolete SiegeCannon definition 2026-06-23 23:23:38 -07:00
Ben Calegari
4f57499e40 Seige tower 2026-06-23 23:12:48 -07:00
Ben Calegari
430e66bfbf Replace square with cone for Basic Arrow Tower. 2026-06-23 23:12:32 -07:00
4e11842d3e Merge branch 'main' of https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense 2026-06-23 22:27:37 -07:00
d685894878 Adding flying functionality for enemies 2026-06-23 22:27:35 -07:00
3f3ad71741 Merge pull request 'Adding new tower types and concept of tower deck' (#4) from feature/tower-deck into main
Reviewed-on: #4
2026-06-23 22:00:26 -07:00
117c77b4a8 Adding new tower types and concept of tower deck 2026-06-23 21:55:12 -07:00
53e7fc78a7 enemies spawn with offsets in positions and animations 2026-06-23 21:16:12 -07:00
8170f8d5e0 adding uncommited files (oops) 2026-06-23 19:57:38 -07:00
73f3aca81c Removing unused skeleton assets, and moving all of the default builder animations and fbx files into our _project folder 2026-06-16 22:21:32 -07:00
8b9ca8294f Adding 11 waves of enemies and bunch of new enemy types! 2026-06-09 22:25:24 -07:00
fec4433691 Removing huge package for characters, removing unused Mixamo folder, and submitting changes to 9Player level and new wave definition 2026-06-02 23:14:41 -07:00