Most stuff was moved and re-utilized, some got cut because it was too awkward or it was gonna get axed anyway. This includes code that used Animators and animations so that has to be done again.
- Feedback
- Implement Animations
- Sprites and class to handle animation logic
- Make AI maybe not retardo (maybe done?)
- Win and lose screens (Game Over screen?)
- UI work
- FOLLOWERS, added with new refactor logic (r -> on it)
-
Control
classes contain the logic to determine what formation the army is in, theArmy
script has the stats(speed, atk etc) and handles the logic that deals with those properties including taking and dealing damage- To make an army just drag a
Control
inheriting script to a gameobject- So,
PlayerControl
for the player army andEnemyControl
for enemy armies - This will automticly create an
Army
script and aBoxCollider2D
(hitbox for attacks) - then, on the Inspector of the control script open the
PossibleFormations
list and drag there the formations from the formation folder
- So,
- To see an example of armies that are set up check the player and Immortal prefabs
- To make an army just drag a
-
The win and lose conditions are now verified in
LevelManager
, the player loses if they get pushed too far back, and they win if they reach a certain point ahead. These points are to be set in the Inspector of the LevelManager object in the scene. -
Formations
are nowScriptableObjects
where you can set each one's modifiers in the inspector after you created in.Formations
hold modifiers (between 0-2x) that theArmy
scripts apply to the Stats variables inside when it's time to use them.
-
Make sure that every
Control
class in an object has atleast anIdle
formation in it's list. -
Make sure every enemy army has their speed stat in the Army component set to a negative value so they go left instead of right.
-
Controls are:
- Brace: Left-Arrow
- Cover: Down-Arrow
- March: Right-Arrow
- Charge: Up-Arrow
- Attack: X