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Stuns all surrounding enemies for a short duration (perhaps 0.5s)
Deals 1 damage to all surrounding enemies
Encourages a "concentrated attack" strategy where a group of enemies are piled and defeated together instead of being singled out individually
Awakened Hammer Stone:
Moves slowly, quite tanky
Every few seconds, pounds the ground (in the same manner as the Tower), stunning surrounding Towers for a long duration (perhaps 1.5-3s (depending on merge size))
Players must focus on destroying this ASAP, and perhaps need to separate it from other Stones to limit its impact
The implementation of the stun effect should be made in a re-usable manner, e.g. to be used in #6.
Sprite assets
Note that these need to be made in a way that they can be animated as suddenly dropping down and then lifting up. An additional "particle" effect will be displayed once they hit the ground. The Awakened Stone will perform this animation while moving. The collision frame will remain on the ground beneath the Stone / Tower as it raises up.
Two variants of the unmerged Stone created
One variant of the Stone at merge sizes 1, 2 and 3 created
One variant of the Tower based on the unmerged Stone created
Ground impact VFX for Stone attack at 4 different merge sizes created
Ground impact VFX for Tower attack created
VFX to display on or above stunned units created
Stone + Tower basics implemented. Tower does nothing, Stone simply moves to destination
Play special sound on Stone destruction
Sound asset created
Tower attack animation completed and implemented on cooldown, including ground impact "particle" effect (attack can still do nothing)
Play sound
Sound asset created
Tower attack does damage to all enemies in radius
Tower attack stuns all enemies in radius, preventing them from moving or attacking
Stone attack animation completed and implemented on cooldown, including ground impact "particle" effect, for each merge variant (attack can still do nothing)
Play sound
Sound asset created (more impactful than the tower variant), possibly with more intensity for later merge sizes
Stone attack stuns all Towers in radius (with increasing duration and radius per merge size), preventing them from attacking
For now it's considered acceptable if a change in merge size interrupts the animation, considering the effect is instant at the beginning so it's just a visual glitch. The attack cooldown, however, should not reset on merge size change
Stunned units should have their animations stop while stunned. Any special animations should not continue playing after the stun ends (unless they perform that action again at that point in time)
If the Hammer animation involves having it hover in the air all the time, then a separate state is required during the Construction phase to keep it on the floor at that time, so it doesn't prevent the player from clicking objects behind it
Introductory level created
More complicated level created, still dedicated to this Stone / Tower
The text was updated successfully, but these errors were encountered:
Hammer Tower:
Awakened Hammer Stone:
This implementation can take advantage of Instant Effect Simplification.
The implementation of the stun effect should be made in a re-usable manner, e.g. to be used in #6.
The text was updated successfully, but these errors were encountered: