samotero / ptd_game_godot Goto Github PK
View Code? Open in Web Editor NEWA reimagining of the flash fan game PTD. Using Godot.
A reimagining of the flash fan game PTD. Using Godot.
see how we handle candy, this could also be resolved by not destroying it right away and doing pooling
currently the unit will show in the middle of the level, need to hide it while not in battle
See title
show winning screen
be able to restart level
see title
Tower spots and being able to drag the tower to the different spots
This should also include the tower UI button
Add an instant attack without animations, just checks for range and deals damage for now.
currently it's hardcoded to one path
see title
currently your party unit is just there, let's create it from a unit profile and party object.
Need to add functionality for following the way points, being able to turn around and stay in the level.
It seems that when we create the projectile, it starts with an odd path.
Look into debugging the pathing code.
https://i.imgur.com/6V1cr3U.png - your game with floor hidden
https://i.imgur.com/RxFrIlh.png - my test project with some slightly called down models
I haven't really used 3d yet so I can't give a definite answer for this, but even sped up viewport movement (right click+shift+arrow keys) felt quite slow and got old fast.
Might have to shrink models or just scale them down in the editor itself which is quite easy.
Currently we spawn inside of a Special Spatial, instead we should spawn in the main node and just change our position to match the spawn location. So we don't have to keep swapping parents back and forth.
when all the candy is captured we should show a losing screen
should be able to reset the level
When removing units from play set them on the party spawn location so they are out of range and sight.
This should be a transform change and not a parent change.
See title
Should be able to pause, units moving in a path, attack cooldowns, waves from moving forward
Attack code
Should trigger when we are dragging a tower or dragging our capturing UI
Attack should spawn a projectile that looks like the unit that will hit the enemy
See title, don't worry about object pooling for now
Right now the projectile effect has a hardcoded speed, it should come from the attack that creates the effect instead.
UI spots with some labels
When capturing add to party
adjust health based on stats
slow down the unit suitable to first level
Add wave manager and different components and then add waves for level 1
life bar material is being copied to all life bars, use override to set unique material
see title
The candy should drop on the floor
Be able to drag UI component over weakened enemy to capture it
Be able to speed up game by clicking on UI
Need to add the check when capturing
this will be based on unit profile value
Want to have events as resources so they are easier to pass around and connect to, similar to how we did in Unity.
Units should be created from profiles
apply this for creating towers and enemies
This will let us reuse the same profile for multiple wave segments
I believe this might have to do with the tower's collision area, consider turning it off for the towers
Graphic for unit when dragging should have better position.
Consider adding graphic to parent node and positioning from there. And using new parent as the preview control.
Do after #13
It moves when resizing window.
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