LD38 - WorldTD
All game code is in app/views/ld38
Design: Number of tiny planetoids stand between enemy waves and target planet.
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Place gun towers on the planets to fight these off.
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LOS and bullet drop according to planetoids?
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Must mine resources on the planets
- Can send resources between planets but takes time.
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Mining units must be placed for economy.
- No loot for killing enemies - only time alive.
- Unless it's drones that must deposit resources on the planets? Could be cool/easy?
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The planet and moons are divided into distinct segments.
- If a planet segment hits 0HP - game over.
- Moon segments can be built upon - they are tower slots.
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Enemies are "dumb" - direct linear path towards the objective.
- We could make this look spirally to be cool? The end result is the same except balancing etc.
- How do we make different/harder enemies feel good? See above, different move patterns? Bullets?
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How do we convey tower line of sight?
- Is bullet targeting automatic or is there some nuance eg sharp angle turns result in failure?
##TODO:
- Selectable Moon segment objects
- Basic bullet object
- Basic enemy object
- Segment Selection UX
- Building UX - Towers
- Parallax Starfield
- Max Perimeter for scrolling.
- Scroll using click? - Scrollwheel relative to mouse position
- Better moon seeding - make each game different rather than just fixed radius.
- Loss condition (segment lost)
- Building UX - Basic resources
- Enemy Waves and Scaling
- Menus/UX