Commit graph

22 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
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
8714885efa first pass at enemy upgrades 2026-07-28 20:59:43 -07:00
2de6d85b2f slow area upgrade test 2026-07-25 23:22:11 -07:00
330a929985 remove deprecated buff system 2026-07-21 21:20:30 -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
699ea34268 Adding Tesla Coil Tower and Arc VFX
New tower!
2026-06-25 11:35:23 -07:00
f32dbfae78 add wiring for offensive buffs 2026-06-23 19:57:35 -07:00
Ben Calegari
04ead32846 Paint towers with some the colors of the wind 2026-06-03 00:00:14 -07:00
a911d0f13e Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -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
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
6c37e569ab Minimap! 2026-05-10 22:26:55 -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
a4e28bc93f Adding big batch of structural code provided by Claude to start designing levels 2026-04-27 22:55:23 -07:00
0ed4df8bc9 Adding Grid Coordinates System, and a testScript 2026-04-26 12:36:42 -07:00
9369763df5 Adding Gold Manager with initial network setup 2026-04-23 22:44:45 -07:00
048e618f1e Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00