Commit graph

10 commits

Author SHA1 Message Date
4892d7253d First pass at full refactor to 2.0 design
Restructures the game around the cyclical run loop from Game Design Doc V2:
5 waves = a cycle, 3 cycles = a phase, each phase ends in a boss.

- New TD.Gameplay.Waves: WaveGroup / PhaseDefinition / RunDefinition author the
  run as draggable weighted pools; RunState owns phase/cycle position, the drawn
  wave slots, and the per-slot enemy buff sets. WaveManager's flat wave array is
  gone -- it now only runs the encounter RunState points at.
- New TD.Gameplay.EnemyUpgrades: the post-wave enemy-buff vote, with public
  live-replicated ballots so the HUD can show who voted for what.
- Inter-wave flow is now strictly sequential: draft -> vote -> build, each stage
  ending early once every player has acted.
- Enemy abilities inverted from per-instance random rolls to deterministic,
  stacking per-wave-slot sets. Six cards ship: Split (reworked), Flight, Blink,
  No Bounty, Gold Theft, Double Up.
- Tower upgrades are a two-step tree: a draft pick unlocks a node, gold converts
  an already-placed tower in place.
- Boss encounters flag their enemies and drive a boss HP bar.
- Player cap reduced to 3 via MatchRules.MaxPlayers.
- GoldConfig is now keyed by global encounter number rather than wave index.

Compiles clean; NOT yet verified in-engine. Editor wiring still required --
see Docs/2.0_Setup_Checklist.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 17:45:11 -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
2de6d85b2f slow area upgrade test 2026-07-25 23:22:11 -07:00
db9c828e63 start of draft option upgrades 2026-07-22 00:00:05 -07:00
a33d951abd Updates to spells, HUD, Gold, and Camera Controls. New sound effects! 2026-07-18 18:12:56 -07:00
52f7bfdf51 Merge pull request 'tower-sell' (#12) from tower-sell into main
Reviewed-on: #12
2026-07-14 23:54:08 -07:00
7cf15dcaa6 draft options working; spells won't cast though 2026-07-14 20:56:50 -07:00
86bc916c49 Fix NGO RequireOwnership deprecation warnings; add VFX script metas
Replace deprecated [Rpc(..., RequireOwnership = true)] with InvokePermission = RpcInvokePermission.Owner on the owner-submitted draft/buff RPCs (PlayerDraft, PlayerBuffManager), matching the pattern already used elsewhere. Also commits the .meta files Unity generated for the new sell-VFX scripts so their GUIDs are stable across machines.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:22:00 -07:00
157b77ebfa new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -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