Description
Expand the game's content beyond the single Arrow tower and Simple creep. Currently both use enum-based types that are easy to extend. This becomes meaningful once the economy system provides costs and strategic trade-offs. New types need distinct roles (e.g., Ice/slow, Fire/AoE towers; Fast/low-hp, Tank/high-hp creeps) with stat tables, models, and type-specific attack/movement behaviors. Depends on economy system (P2) and data definitions (P11).
Steps
- Design and implement 2-3 new tower types with distinct roles, stats, and attack behaviors (may need new components like
SlowEffect, AoEDamage)
- Design and implement 2-3 new creep types with distinct stats and behaviors
- Source or create 3D models for each new type
- Update UI to show type selection and balance costs/stats against economy system
- Update serialization bounds (automatic with
Count enum pattern)
Description
Expand the game's content beyond the single Arrow tower and Simple creep. Currently both use enum-based types that are easy to extend. This becomes meaningful once the economy system provides costs and strategic trade-offs. New types need distinct roles (e.g., Ice/slow, Fire/AoE towers; Fast/low-hp, Tank/high-hp creeps) with stat tables, models, and type-specific attack/movement behaviors. Depends on economy system (P2) and data definitions (P11).
Steps
SlowEffect,AoEDamage)Countenum pattern)