Commit graph

148 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
7e5c3a8279 Merge branch 'enemy-upgrades' 2026-07-28 22:46:37 -07:00
0a70f36838 simpler enemy split 2026-07-28 22:34:25 -07:00
Ben Calegari
0b7bc936ef Add settings menu to control audio and return to main menu 2026-07-28 22:02:28 -07:00
c88d3fc625 Merge branch 'main' of https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense 2026-07-28 21:59:00 -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
Ben Calegari
650cef7bfd Add autocomplete to dev console 2026-07-28 21:26:37 -07:00
8714885efa first pass at enemy upgrades 2026-07-28 20:59:43 -07:00
Ben Calegari
726af6d379 Fix retry after defeat 2026-07-28 20:47:06 -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
e78ae0cda1 remove duplicate extra gold draft option 2026-07-21 21:23:18 -07:00
330a929985 remove deprecated buff system 2026-07-21 21:20:30 -07:00
35ea90f71b fix slow area spell area of effect 2026-07-21 20:56:55 -07:00
04d7b42e60 basic developer console 2026-07-21 20:37:57 -07:00
4375350901 added text entry system for debug console 2026-07-20 23:48:20 -07:00
e25a691ad9 no project of mine will have folders with spaces in the names 2026-07-18 21:38:16 -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
fe2c59d326 tab once selects builder, tab twice focuses builder 2026-07-16 20:49:13 -07:00
826d7b5037 Merge branch 'fireball-vfx' 2026-07-16 20:26:31 -07:00
c0e963fbeb fireball looks like a big stupid fuckin meatball now 2026-07-16 20:26:12 -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
adfc6c106c little bit of sound 2026-07-14 23:24:29 -07:00
6c03a2f250 Docs: mark Tower Sell done; note budgeted pathfinding re-path scheduler
Updates Project_Context.md + Project_Roadmap.md for the tower-sell work (refund rules, coin VFX/SFX, refund excluded from income) and the PathfindingService budgeted re-path scheduler that removed the sell/placement frame hitch. Follows commit 0b4cde4 which landed the code + art.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:21:32 -07:00
0b4cde4590 Adding the feature to sell towers with VFX and audio included 2026-07-14 23:15:34 -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
ef5063c8a5 get rid of temp logging 2026-07-14 21:41:10 -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
1794f65b19 Fix sell hitch: batch footprint un-stamp; warn on missing SellEffectSpawner
TowerInstance.StampFootprint now writes walkability via SetWalkableBatch instead of per-tile SetWalkable, so despawning (selling) a 2x2 tower fires one OnWalkabilityChanged / enemy re-path instead of four — matching placement and removing the frame hitch on sell. PlaySellEffectRpc now logs a one-time warning when no SellEffectSpawner is in the scene, since a missing spawner silently suppressed the coin VFX and sound.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:44:11 -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
9be31b1645 Add tower Sell action with refund + coin VFX/SFX
Owner-validated sell RPC refunds SellRefundPercent of invested gold (Wall refunds 100% while un-upgraded), despawns the tower, and broadcasts a coin-burst VFX + rustle SFX. Refunds do not count as per-wave income. Investment/upgrade tracking added as the seam for the future upgrade system.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:05:06 -07:00
ian
2429efbf6a Merge pull request 'new builder option per draft - first one is gold per kill' (#11) from builder-abilities into main
Reviewed-on: #11
2026-07-07 23:45:34 -07:00
bf3c008777 bit field swapped for normal list at API boundaries 2026-07-07 23:43:15 -07:00
157b77ebfa new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -07:00
05671e8b0c Removing unnecessary Terrain asset and moving 9 player terrain to art folder 2026-07-07 20:45:38 -07:00
4a37d3747c building falling from orbit sound 2026-07-06 23:56:45 -07:00
ffe38ed8b1 add sounds to a few more units 2026-07-06 14:13:25 -07:00
7c0beddec4 remove useless files 2026-07-06 14:08:53 -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
49ac784f6d VFX graph for basic dust 2026-07-06 11:26:49 -07:00
3febdcf021 remove old building effect vestiges 2026-07-03 14:18:01 -07:00
362b76ae75 towers fall from the sky - neat! 2026-07-03 14:05:08 -07:00