Commit graph

29 commits

Author SHA1 Message Date
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
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
826d7b5037 Merge branch 'fireball-vfx' 2026-07-16 20:26:31 -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
05671e8b0c Removing unnecessary Terrain asset and moving 9 player terrain to art folder 2026-07-07 20:45:38 -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
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
587fc46f1a Adding Post Processing and lights to the tesla tower 2026-06-25 18:22:39 -07:00
699ea34268 Adding Tesla Coil Tower and Arc VFX
New tower!
2026-06-25 11:35:23 -07:00
Ben Calegari
4f57499e40 Seige tower 2026-06-23 23:12:48 -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
7e37a8cf65 Committing FBX changes 2026-06-16 21:39:55 -07:00
8b9ca8294f Adding 11 waves of enemies and bunch of new enemy types! 2026-06-09 22:25:24 -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
3568936359 Adding the massive creature pack and the third wave definition 2026-05-25 19:50:07 -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
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
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
048e618f1e Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00