A tower defense game made in Unity
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Matt F 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
Assets Scale difficulty by run position; wipe towers at phase end 2026-07-31 00:32:33 -07:00
Docs Scale difficulty by run position; wipe towers at phase end 2026-07-31 00:32:33 -07:00
Packages Merge branch 'main' into new-effects-work 2026-06-30 22:31:52 -07:00
ProjectSettings music 2026-06-30 23:27:36 -07:00
.gitattributes Ignore claude and other mac stuff 2026-06-02 21:53:37 -07:00
.gitignore Paint towers with some the colors of the wind 2026-06-03 00:00:14 -07:00
.vsconfig Adding Gold Manager with initial network setup 2026-04-23 22:44:45 -07:00
Project_Context.md First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Project_Roadmap.md Docs: mark Tower Sell done; note budgeted pathfinding re-path scheduler 2026-07-14 23:21:32 -07:00