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We will optimize the details of the features implemented in the first three sprints, this includes but is not limited to logic optimization, display optimization and game experience updates.
In the content of spell system, we plan to go to:
Improve the attack logic, so that it is no longer a "instant kill" power
Fixed the problem that the occasional attack range was inconsistent with the specified range
Add the sound effect for releasing spell
In the UI part of the overall game, we will:
Change button and set button's material and appearance
Use a newly designed background to cover the game's original single-tone fill
set up the sound effect for button clicking/weather switching
SubFeature/component (optional)
Examples (optional)
Spell: The effect of the spell will be to deal a fixed damage to the enemy, which may be enough to kill in one hit, but may also allow them to retain a bit of health. But instead of simply using the dispose() method to destroy them
Menu upgrade: We will improve the presentation of this interface so that the repetition of a single color tone does not affect the overall art style.
Description
We will optimize the details of the features implemented in the first three sprints, this includes but is not limited to logic optimization, display optimization and game experience updates.
In the content of spell system, we plan to go to:
In the UI part of the overall game, we will:
SubFeature/component (optional)
Examples (optional)
Spell: The effect of the spell will be to deal a fixed damage to the enemy, which may be enough to kill in one hit, but may also allow them to retain a bit of health. But instead of simply using the
dispose()
method to destroy themMenu upgrade: We will improve the presentation of this interface so that the repetition of a single color tone does not affect the overall art style.
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Dependencies
Milestones
List of sub-features you intend to have done and in Master by the end of the sprint.
Completion Deadline: Oct. 17
Documentation
Members
Members
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