Commit graph

51 commits

Author SHA1 Message Date
2b1aee3e03 Major pipeline changes to map building, introducing 3player map, and adding Shared build mode to level authoring options 2026-08-04 22:50:33 -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
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
e78ae0cda1 remove duplicate extra gold draft option 2026-07-21 21:23:18 -07:00
4375350901 added text entry system for debug console 2026-07-20 23:48:20 -07:00
fe2c59d326 tab once selects builder, tab twice focuses builder 2026-07-16 20:49:13 -07:00
c38d673768 adding sound effect game object to main branch 2026-07-14 23:57:13 -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
9f87c04b4c reverting 9player changes 2026-07-14 23:28:12 -07:00
0b4cde4590 Adding the feature to sell towers with VFX and audio included 2026-07-14 23:15:34 -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
51b7d58ada cool sounds 2026-07-06 14:02:00 -07:00
da4f729681 rudimentary dust and shockwave 2026-07-06 13:20:23 -07:00
d14305d804 music 2026-06-30 23:27:36 -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
404c749a43 unified audio manager that limits the number of simultaneous sounds in certain categories 2026-06-30 20:12:03 -07:00
587fc46f1a Adding Post Processing and lights to the tesla tower 2026-06-25 18:22:39 -07:00
b0cf9f619e Wiring 9Player scene to register new tower and construction set. 2026-06-25 11:36:55 -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
117c77b4a8 Adding new tower types and concept of tower deck 2026-06-23 21:55:12 -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
Ben Calegari
04ead32846 Paint towers with some the colors of the wind 2026-06-03 00:00:14 -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
6cb004b0d5 Changing Lighting in 9 Player Map 2026-05-27 00:14:11 -07:00
a911d0f13e Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
3568936359 Adding the massive creature pack and the third wave definition 2026-05-25 19:50:07 -07:00
3dcc0e7edd Updating HUD, Gold Config, and finishing off Play flow for 9player map. 2026-05-22 12:18:23 -07:00
a7be12fa9b Adding 9 Player level 2026-05-21 23:36:19 -07:00
fdada6f132 Adding new Races, Main Menu -> Lobby flow, and what's needed to set up multiplayer testing. 2026-05-17 23:31:02 -07:00
66f84652dc Everything related to chat functionality, and updating the projectile prefab to rotate properly 2026-05-15 13:40:13 -07:00
d92d00c83f Committing missed main scene file from previous commit 2026-05-13 17:40:25 -07:00
f6cc6a7102 Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost. 2026-05-13 17:39:16 -07:00
3287e8ea43 We've got enemies and movement!! 2026-05-12 22:18:23 -07:00
42ee0bf65d Adding major combat changes and features 2026-05-12 21:31:10 -07:00
abcefcd7f1 Adding Match State controller 2026-05-12 10:31:23 -07:00
c100db52e5 Major updates to the HUD and selectable objects 2026-05-11 23:57:35 -07:00
6c37e569ab Minimap! 2026-05-10 22:26:55 -07:00
f7720a9915 Adding HUD! 2026-05-08 21:40:15 -07:00
f05734e19b Adding a ton of funcitonality to the builder's movement and build queue 2026-05-05 22:01:40 -07:00
a63cce53e2 Adding tons of new functionality
Decals, ghost textures, placement functionality, builder stub ins, a new camera system,  and more.
2026-05-04 00:01:30 -07:00
56dc775c68 More major updates to tools, added map area volume, made gold manager network managed per player. 2026-05-01 15:18:44 -07:00
b44eeaeeff Major changes to editor tools, and adding new layer for buildable towers 2026-05-01 10:50:03 -07:00
a4e28bc93f Adding big batch of structural code provided by Claude to start designing levels 2026-04-27 22:55:23 -07:00