What should I prioritize?
Here is the current roadmap. Tell me what you want and i'll bump it to the top and work on it next.
todo
- get refund when turning off structure
- new units, artillary
- indicate staying
- destroy all units on hq capture
low impact bugs
- make turret not switch targets to closer structures after player targets structure
polish each level before release
- check that tank cost works with levels
- update difficulty raiting in levelmanager
visual improvements
- make floaty numbers somehow look better being in the same place as the health bar
- rallypoint make nicer dotted line
- player walking particles
- player waves flag animation
- make it so you can see over cliffs
- unit outline through walls
- make city look nicer
- make destructable rocks
![Alt text](image.png)
tech debt
- imported glbs are huge filesize why
feedback
- peopl want more control over units
- people want more decisions
- people want the game to play itself less
- people want more unit variety
- people want hero attack
audio loops
- ambient nature
- heroic music
- intense music when hq under attack
audio sfx
- player take damage
- walking around
- unit take damage
- unit shoot
- unit spawned
- unit died
- land in water doink
- money gained
- structure changed team
- HQ captured victory
- your HQ captured loss
- for each control
- attack
- defend
- come
- look at sign (on indicator change?)
tbd
- should units go to rallypoint and then go to goto point ? or should they only go to the rallypoint?(current)
progression
- save manager
- levels are locked until you beat th eprevious
- story
units
- soldier die animation (remove root motion on death)
- knockback resistance (weight)
- units should attack othe runits on their way to attack strucutre override
campaign ai
- when hq takes damage move all units in range to defend
- handle not pathfinding to impossible to reach places like islands
ui
- status
-- unit count and max per team
-- structure count per team
-- income for enemy team
- options
- master, sfx, loop, audio sliders
- checkbox player collides with units? (would allow riding on them but not pushing them)
player
- make player not hideous
- hero active ability
performance
- level transition is laggy why
- restart is laggy
- its much more laggy when lots of units are trying to pathfind to player but cant
- holding shift over a lot of units is laggy because the setter is called each frame
- bake the nav mesh at a better time
bugs
- units detector doesnt detect units that started inside
- level transition map didn't go into water
- player didnt go to right place after starting level from main menu after finishing last level
- handle team 1 captures team 0 structure a little and then team 2 captures it a little and then its immediately neutral
- hq timer starts before level starts
- structure loader UI wraps around and is on screen when player is north and zoomed in
- strucure loaders overlap
unit bugs
- units will path through rocks (this is on purpose?)
- shift f will cause newly spawned units to go there
feature ideas
- collectables?
- day night cycle