Commit graph

106 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
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
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
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
52f7bfdf51 Merge pull request 'tower-sell' (#12) from tower-sell into main
Reviewed-on: #12
2026-07-14 23:54:08 -07:00
adfc6c106c little bit of sound 2026-07-14 23:24:29 -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
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
4a37d3747c building falling from orbit sound 2026-07-06 23:56:45 -07:00
51b7d58ada cool sounds 2026-07-06 14:02:00 -07:00
362b76ae75 towers fall from the sky - neat! 2026-07-03 14:05:08 -07:00
d14305d804 music 2026-06-30 23:27:36 -07:00
2286de6fbc Merge branch 'death-sounds' 2026-06-30 23:13:13 -07:00
9f25844657 death sounds, build sounds, better audio management 2026-06-30 23:12:27 -07:00
4f21f8a99b Merge branch 'main' into new-effects-work 2026-06-30 22:31:52 -07:00
28b0e2cdf2 Adding VFX package, cleaning up texture on terrain slightly, and adding new build FX asset for orbital drop visuals. 2026-06-30 22:22:58 -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
ec3f82c591 readme 2026-06-30 20:24:55 -07:00
404c749a43 unified audio manager that limits the number of simultaneous sounds in certain categories 2026-06-30 20:12:03 -07:00
b6bc003f9e Merge pull request 'Adding Post Processing and lights to the tesla tower' (#9) from feature/post-processing into main
Reviewed-on: #9
2026-06-30 13:17:32 -07:00
d53a2a47e2 slightly slower fire rate, change fire rate name 2026-06-29 19:50:22 -07:00
c5cba2dcd7 sound isn't so terrible 2026-06-28 20:55:12 -07:00
95603a9a12 basic fire sound. very loud 2026-06-28 15:07:31 -07:00
587fc46f1a Adding Post Processing and lights to the tesla tower 2026-06-25 18:22:39 -07:00
1afc78d64f Code fix to make sure towers are flush with the ground
This may need to be changed later if we have any towers that have visuals that go underneath the ground. Right now that won't work, but we also don't have anything like that.
2026-06-25 11:36:31 -07:00
699ea34268 Adding Tesla Coil Tower and Arc VFX
New tower!
2026-06-25 11:35:23 -07:00