Commit graph

23 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
0a70f36838 simpler enemy split 2026-07-28 22:34:25 -07:00
11ad19992d enemies split, but it needs a bit of work 2026-07-28 21:40:59 -07:00
8714885efa first pass at enemy upgrades 2026-07-28 20:59:43 -07:00
157b77ebfa new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -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
a99570a29e enemies face south 2026-06-23 23:10:34 -07:00
1d03689dad Update WaveManager.cs 2026-06-23 22:52:24 -07:00
04d4167db6 Merge branch 'main' of https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense 2026-06-23 22:36:57 -07:00
ian
49ce33b162 Merge pull request 'enemies spawn held in place' (#5) from enemies-spawn-held-in-place into main
Reviewed-on: #5
2026-06-23 22:28:07 -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
ff921080db enemies spawn held in place 2026-06-23 22:21:32 -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
54f11d91ff remove chunk size - it's always 10% of wave size 2026-06-23 21:42:01 -07:00
f301d7ade9 Y offsets to spawning 2026-06-23 21:32:05 -07:00
53e7fc78a7 enemies spawn with offsets in positions and animations 2026-06-23 21:16:12 -07:00
3dcc0e7edd Updating HUD, Gold Config, and finishing off Play flow for 9player map. 2026-05-22 12:18:23 -07:00
66f84652dc Everything related to chat functionality, and updating the projectile prefab to rotate properly 2026-05-15 13:40:13 -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