Nicholas Hayashi
4 years ago
22 changed files with 146 additions and 52 deletions
-
BIN.DS_Store
-
24NOTES.md
-
78main.lua
-
BINres/.DS_Store
-
BINres/radar.aseprite
-
BINres/radar.png
-
BINres/tab_icon.png
-
BINres/tab_icon.zip
-
BINres/tab_icon/Tab-02.eps
-
BINres/tab_icon/Tab-02.jpg
-
BINres/tab_icon/Tab-02.png
-
11res/tab_icon/Tab-02.svg
-
BINres/wider_button1.png
-
3sound.lua
-
7src/entity.lua
-
21src/grid.lua
-
3src/hexyz.lua
-
8src/mob.lua
-
27src/tower.lua
-
1src/tower_spec.lua
-
12src/tower_spec.luaa
-
3texture.lua
@ -1,36 +1,34 @@ |
|||
|
|||
SEEED 1835 has bad start |
|||
|
|||
todoooos & notes |
|||
|
|||
@TODO test optimizing pathfinding via breadth first search/djikstra |
|||
|
|||
i think i want more or less no such thing as 'impassable' terrain |
|||
|
|||
all mobs always can always traverse everything, though they initially will give the impression that certain tiles are impassable by prefering certain tiles. |
|||
|
|||
the illusion is likely to be broken when you attempt to fully wall-off an area, and mobs begin deciding to climb over mountains or swim through lakes. this will come at great cost to them, but they will be capable of it |
|||
|
|||
MAP RESOURCES |
|||
- spawn diamonds or special floating resources that give you bonuses for building on, whether it's score, money, or boosting the effectiveness of the tower you place on top, etc. |
|||
- killing certain mobs may cause these resources to spawn on the hex they died on |
|||
|
|||
|
|||
towers: |
|||
0 - wall |
|||
1 - redeye |
|||
long-range laser tower |
|||
only buildable on mountains and upgraded walls |
|||
|
|||
upgrades: |
|||
??? |
|||
|
|||
-1 - wall |
|||
some fraction of the height of the tallest mountain |
|||
makes mob pathing more difficult |
|||
|
|||
upgrades: |
|||
- +height - making the tower taller makes it more difficult/costly for mobs to climb over it |
|||
- spikes - mobs take damage when climbing |
|||
- fortifications - lets you build some qualifying towers on top of this tower |
|||
- spikes - mobs take damage when climbing |
|||
|
|||
1 - moat |
|||
-2 - moat |
|||
some fraction of the depth of the deepest lake |
|||
makes mob pathing more difficult |
|||
|
|||
upgrades: |
|||
- +depth - making the moat deeper makes it more difficult/costly for mobs to swim through it |
|||
- alligators - mobs take damage while swimming |
|||
|
|||
|
After Width: 64 | Height: 64 | Size: 1.8 KiB |
After Width: 512 | Height: 512 | Size: 3.8 KiB |
After Width: 512 | Height: 512 | Size: 32 KiB |
After Width: 512 | Height: 512 | Size: 3.8 KiB |
@ -0,0 +1,11 @@ |
|||
<?xml version="1.0" encoding="utf-8"?> |
|||
<!-- Generator: Adobe Illustrator 24.1.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> |
|||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" |
|||
viewBox="0 0 512 512" style="enable-background:new 0 0 512 512;" xml:space="preserve"> |
|||
<g id="XMLID_1_"> |
|||
<rect id="XMLID_3_" x="480.3" width="31.7" height="256"/> |
|||
<rect id="XMLID_4_" y="256" width="31.7" height="256"/> |
|||
<polygon id="XMLID_5_" points="160.1,351.9 512,351.9 512,416.1 160.1,416.1 160.1,496.2 48.4,384.5 160.1,271.8 "/> |
|||
<polygon id="XMLID_6_" points="351.9,160.1 0,160.1 0,95.9 351.9,95.9 351.9,15.8 463.6,128.5 351.9,240.2 "/> |
|||
</g> |
|||
</svg> |
After Width: 256 | Height: 128 | Size: 533 B |
@ -0,0 +1 @@ |
|||
|
@ -0,0 +1,12 @@ |
|||
|
|||
|
|||
REDEYE = { |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
|
Write
Preview
Loading…
Cancel
Save
Reference in new issue