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General Todo: #4

Description

@AlexMalakov
  • Enemies:

    • Redesign Enemy Actions
    • Enemy Action Animations/visualization
    • King:
      • queen minion actions
  • Upgrades:

    • more bishops, all other pieces, king strategies
    • upgrade selection pooled by rarity
    • 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

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