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player upgrades
- openings
- piece composition changes
- add other stuff
UI:
health bars for pieces + enemy
endTurn button becomes skip button?
move where upgrades are displayed
actionButton(s)
Needs access: Dismount, stances, stance actions
tooltips
pop ups/animations
enemy actions and damage reflection using pop ups
enemy existing attack animations
other:
revisit PlayerActionsButton to see why i commented it out
bugs:
getPossibleMoves with pieceUpgrade - sometimes I rely on the order of the squares produced by possible moves, and the fact that there are no duplicates, however sometimes pieceUpgrade will fuck with this
enemy actions that move: sometimes there will be no possible chooses
for upgrades similar to queen of piety: if the queen dies it shouldn't be able to attack with the knight
playtest results:
- need more visualization of what's going on
defense stat doesn't make much sense (ui might help)
damage is non obvious, enemies action is non obvious
look into:
- pieces shouldn't crit when damage is being reported
- make reporters peer into code more cleanly? observer pattern probably
- object pooling for projectiles?
- integration testing: some combos of upgrades may not play nicely together
Enemies:
Upgrades:
- openings
- piece composition changes
- add other stuff
UI:
pop ups/animations
other:
bugs:
playtest results:
- need more visualization of what's going on
look into:
- pieces shouldn't crit when damage is being reported
- make reporters peer into code more cleanly? observer pattern probably
- object pooling for projectiles?
- integration testing: some combos of upgrades may not play nicely together