Skip to content

Latest commit

 

History

History
42 lines (33 loc) · 1.58 KB

readme.md

File metadata and controls

42 lines (33 loc) · 1.58 KB

LD38 - WorldTD

All game code is in app/views/ld38

Design: Number of tiny planetoids stand between enemy waves and target planet.

  • Place gun towers on the planets to fight these off.

  • LOS and bullet drop according to planetoids?

  • Must mine resources on the planets

    • Can send resources between planets but takes time.
  • 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?
  • 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.
  • 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?
  • 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