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BLADE OF AVENTINE

Orcus brings Commodus back to life and tasks him with defending the Roman culture from the various degenerate groups like the Germans (barbarians), Christians,

Models

  • Player
    • Commodus
  • Gods
    • Orcus
    • Minerva
    • Owl of Minerva

Plot

  • Orcus gives you his speech the first time you launch the game

  • Orcus takes you to defend Romes food supplies from the rabble that are trying to profit off the chaos

  • You are instructed on movement (WASD, shift to sprint)

  • You are instructed on how to look around (mouse, scroll to zoom)

  • You are instructed on how to destroy things with your scepter to get materials

  • You are instructed on how to move around objects to build things

  • You are instructed on how to build something once it matches a recipe

  • A senatorae shows up to try to kill you

  • He drops an Aureus

  • Play the level, defeat the giant rat

  • ! Room for more fighting with Unwashed Masses here

  • Meet up with general to get the German barbarians out of Rome

  • Defeat the German Knight

  • ! Room for more German levels here

  • General betrays you, sending his forces against yours

  • Defeat the Roman General

  • Hunt down the Scotts in the forests

  • Defeat the Scottish Berserker

  • Hunt down the Germans in the forests

  • Defeat the German ?

  • Return to Rome to fight off the invading vandals

  • Die to the vandals

Dialogue

  • Orcus Resurrection
    • Didst thou thinketh thine toils wouldst end, having passed drunk on thine degeneracy?
    • Thinketh thine oaths free to be broken?
    • Thou shalt suffer more false Heracles

  • Towers
    • Basic

      • Arbalest
        • Mid range, mid fire, mid damage, single target
        • Ground & Air
        • ~100 Value
        • Wood/Bronze/Sinew
      • Trebuchet
        • Short range, slow fire, high damage, large AOE
        • Ground only
        • ~200 Value
        • Wood/Wood/Sinew/Sinew/Marble
      • Watch Tower
        • Fast firing, but chooses targets randomly, mid range
        • Slightly higher DPS than Arbalest, but no focus
        • ~100 Value
    • Fire Arbalest

      • Wood/Bronze/Sinew/Oil
    • Greek Fire (flamethrower, short range, very fast fire, low damage, AOE and DOT)

      • Bronze/Bronze/Oil
    • Oil Hurler

      • Medium Range, causes slow and bonus damage from fire
      • Wood/Oil
    • Magic Missile (Arbalest with longer range & homing arrows)

      • Wood/Bronze/Sinew/Magic
    • Magic Beam

      • Marble/Magic

TILE IDS

  1. pillar
  2. wall
  3. roof
  4. roof_border_center
  5. roof_border_corner
  6. roof_border_end_00
  7. roof_border_end_00_inverse
  8. roof_border_end_01
  9. roof_border_end_01_inverse
  10. roof_border_inner
  11. roof_border_inner_inverse
  12. roof_border_inner_wall
  13. roof_border_wall_00
  14. roof_border_wall_01
  15. roof_center
  16. roof_end
  17. roof_end_inverse
  18. roof_inverse
  19. bricks_00
  20. dirt
  21. grass_00
  22. grass_00_001
  23. stairs_00
  24. stone_00

Factions

  • Unwashed Masses
    • Filler: Peasant
    • Tank: Deserter
    • Fast: Rat
    • Flyer: N/A
    • Boss: Giant Rat
    • Unique: Senatorae
      • Low health, lots of money, high damage, medium speed, goes after player instead of bread
  • Franks
    • Filler: Peasant
    • Tank: Soldier
    • Fast: Berserker
    • Flyer: Hawk/Vulture
    • Boss: Knight
  • Roman Revolt
    • Filler: Soldier
    • Tank: Centurion
    • Fast: Scout (on horse)
    • Flyer: N/A
    • Boss: Roman General
    • Unique: Senatorae
  • Scotts
    • s
  • Vandals

TODO

!!!!! IMPORTANT START !!!!!

Flying units become standard units when they land to eat

DART

TREE STUMPS WOOD FENCE 'ENDS' EMPEROR NEEDS A CROWN

LEVEL 2 WAVE DESIGN LEVEL 3 MAP & WAVE DESIGN

FINISH BUILDING ASSEMBLER CEILING Only one player should be able to dance on a tower at a time Tower level up sound Tower max level banners Tower placing sfx

NEED Orcus model NEED doors NEED dart model NEED ballista model + anim SCALE UP Centurion and use him as the boss of level 3

  • Door that is opened by walking into its area collider

    • Is also an interactable that can be broken down
  • Faction units

    • ??? BOSS
    • GERMAN KNIGHT BOSS
  • Orcus

    • Orcus in his throne
    • A rack that you can select different scepters from
  • Models

    • Characters
      • Emperor
      • Athena
      • General ? (who betrays you)
    • Items
      • Bread
      • Coin
    • Blocks
      • Bronze
      • Marble
      • Wood
      • Magic
      • Oil
    • Tiles
      • Shop kiosk/cart
      • Bread Pile
      • Pillars
      • Harvestable
        • Crate
      • Temple
        • Door
      • Peasant Buildings
        • Door
      • Roman flags
    • Towers
      • Gun: Arbalest
        • Animations
      • Gun: Catapult
        • Animations
      • Gun: Dart
      • Gun: Flamethrower
      • Gun: Watchtower
      • Wood tall yaw pivot
      • Wood short yaw pivot
      • Bronze short yaw pivot
      • Wood large foundation
      • Wood small foundation
      • Marble large foundation
      • Marble small foundation
      • Bronze small foundation
    • Projectiles
      • Bolt
      • Rock (marble)
      • AOE hit effect
  • Sprites

    • "Build with E" animated sprite
    • Generic button
    • Generic menu frame
    • HUD icons
    • Generic font
    • Opening splash screen
  • Particles

    • Character death (blood splatter?)
    • Object placed (subtle dust scatter)
    • Tower building (heavy dust that covers up the tower rising from the ground)
    • Dust from sprinting
    • Coin get
    • Bread get
    • Fire

!!!!! IMPORTANT END !!!!!

LESS IMPORTANT

  • Hit sfx

  • Firing sfx (for towers)

  • Reload sfx (for towers)

  • Random callouts

  • Action callouts ("Stop!" from centurions)

  • Broken towers

    • Non-functional towers on maps at the start, break down for materials and space
  • Happy dance for allied units upon victory

  • Skybox models

  • Debuffs

    • Oiled: slow + bonus fire damage, used up by fire
    • Fire: damage over time

IF I HAVE TIME

  • Tower States

    • Pristine
    • Damaged
  • Multiple scepters with different effects to choose from

  • Multiple dances with different effects to choose from

  • Barracks that spawn centurions

  • Horn that when interacted signals all ally units to attack enemy bread

  • Interact with horn again to signal retreat

  • Horn to interact with to bring enemy wave early

  • Not sure

    • Put held exp into towers by standing next to them and holding E
    • Take exp out of towers by hitting them with your scepter
    • No tower friendly fire? (On second thought, maybe we keep it, it's kind of funny)
  • Difficulty

TODO NO MORE

10/18/24

  • Enemies that target players over bread no longer hit towers while chasing players
  • Rats are slightly slower
  • Rat kings health has been reduced by half so that he is now beatable in single player
  • Player cape is now more purple, and capes are colored by player number
  • Added support for enemies changing their type (GROUND vs. FLYING), and flying enemies now change their type to GROUND when they land to eat your bread
  • Level 3 no longer spawns 40 senators on wave 6 and now only spawns 4

10/17/24

  • SENATORAE (ONLY TEXTURES LEFT)
  • CATAPULT (DONE)
  • GATE/WAVE PREDICTOR OBJECT (DONE)
  • SHOP MODELS (DONE)
  • VOLUME SETTINGS MENU
  • BRAZIERS
  • WATCH TOWER
  • HEALTH BARS
  • SUPPORT FOR MULTIPLE SPAWNERS
  • PEASANT HOUSES (DONE)
  • GATEWAY MODELS (I JUST USED THE BUILDINGS INSTEAD)
  • BODY DATA TOGGLE FOR SEARCH FOR TARGETS TO HIT
  • Towers level too fast (now they are just right)
  • Coins dropped by flying units drop correctly
  • You can now hit flying units when they land to eat
  • WOOD FENCES

10/14/24

  • Added tutorial ghosts to explain how the game works
  • Fixed GUI scaling issues with players menu
  • Coins now have sparkle effects so that they don't blend in with the terrain
  • Pickups no longer break if you die while midway through collecting them
  • Wood is now a limited resource that will limit how many towers you can make
  • You can now hit enemies with your scepter. It deals very low damage
  • Fixed a bug where the boss spawning caused all characters to no longer be able to walk up inclines (don't ask)
  • Level music doesn't start until the waves start
  • Waves don't start on level 1 until your first tower is built
  • Temples now have ceilings
  • Ghosts now disappear in a puff of smoke when hit or when finished speaking
  • Player Character Animations
    • Walk
    • Sprint
    • Attack
    • Build (swing hammer)
    • Hands up (grabbing)
    • Place grabbed object
    • Stagger (knocked back by contact with enemies)
    • Die (from tower friendly fire)
    • Dance (leveling up towers)
  • Base Character Animations
    • Eat (eating 1 bread)
    • Walk
    • Attack
    • Stagger (damaged)
    • Die
  • Added pigeon
  • Towers are now restricted to targeting ONLY_FLYING, ONLY_GROUND, or ALL
  • You can now hold tab to display all available tower recipes and controls

10/13/24

  • Added splitscreen functionality
  • Added Players menu for adding/removing players and assigning control schemes
  • Added rat king boss
  • Range indicator for towers is a little more subtle and is always flush with the ground, regardless of tower height
  • You can now feed money to towers in order to level them up. They will drop half the money fed to them if they are destroyed
  • Fixed bug where towers didn't drop money fed to them when destroyed
  • Bronze modelled

10/12/24

  • Varying coin values are spawned based on the Roman currency
  • Sharp tower projectiles now stay with enemies, till death do them part
  • Recipes are now order independant
  • Enemies now attack you if you get too close
  • Added bandits
  • Added rats
  • Arbalest towers now have sounds and animations
  • Towers now display their level and experience
  • Towers no longer deal exponential damage with each shot
  • Towers now correctly target enemies eating your bread
  • Bread now has a model
  • Breadpile now uses mini bread stacks to represent how much bread you have left

  • Fixed an issue where towers couldn't shoot targets that were stuck attacking a tower because the towers were aiming at the targets projected velocity
  • Towers can now have unique targeting priorities. This means weaker towers will prioritize less armored targets over armored targets, arrow towers prefer faster targets, etc.

  • Fixed a bug where objects would enter a glitched state if you died while holding them
  • Towers now display their level and experience

10/11/24

  • Towers now have range indicators when they are highlighted
  • Towers now get a range bonus the higher up they are placed

  • Hitting building sound
  • Death sfx
  • A lot of art and bug fixing

10/10/24

  • Added footstep sfx for the player character
  • Made the shop a placeable entity
  • Changed the shop to fit the data/base/database format
  • Waves can now be composed of multiple units that spawn at the same time
  • Interactables now each have unique interact, lift, place, hit, and break sounds
  • You can throw most things you are carrying!!!!
  • Wood tower base large, wood tower yaw pivot, arbalest, and arbalest bolt modelled
  • Towers now display their loaded projectile when they are ready to fire

10/09/24

  • Towers are now entirely data based and can be made from generic parts, which will be great since I need to add a lot of towers
  • You can now place entities on top of terrain with non-zero height
  • Fixed a bug with block piles creating super blocks that survive reloads
  • Fixed an issue with GUI button visuals not lining up with their hitbox due to shaders
  • GUI buttons now have sounds
  • Created animation framework for characters so that it is easy to add new characters and animations
  • Added player character with unique animations

10/08/24

  • Added ability to have hidden levels that don't show up in level select
  • There is now a defeat level which will act as a hub and level select (though you can use the menu based level select too)

  • The game now tracks and saves/loads the levels you have beaten
  • Levels can now be locked until a specific level has been beaten

  • HUD
    • Coin count
    • Wave indicator
    • Bread count
  • UI frames
  • UI buttons

  • Grass tiles
  • Grass gets squished when things are put down on top of it

  • Orcus now rises from the ground in a central location once you have beaten a level, speaks his dialogue, and once the dialogue is exhausted, he will move you to the next level if interacted with
  • NPCs in general are now capable of all the things Orcus is capable of, though I don't know if I will have time to do anything with that. We will see! Maybe a secret wizard that teleports you to a bonus level.

10/07/24

  • Added temple tileset
  • Added Cypress trees and functionality for spawning 'scenery' entities
  • Added building assembler, which uses the tile sets to assemble buildings in a rectangular shape

10/06/24

  • Added marble walls, built with 2 marble
  • Enemies can destroy blocks in block piles (full ingredients left when a tower is destroyed), so it is very dangerous to leave towers undefended

  • Your damage to turn a tower back into ingredients is now separate from enemy damage to towers, and all towers take only 3 hits from the player to destroy, regardless of their health
  • Towers now start at 0 hp and reach their max hp when they are fully built
  • Enemies can now attack towers that are still building
  • Fixed bug where the shopkeeper was giving you more coins than the sell price for blocks
  • Fixed crash that occurred if you tried to change levels while music was fading in or out (oops)
  • Added support for projectiles to travel in arcs, deal area damage, and have pierce
  • Projectiles are now (mostly) data based and should be (mostly) easy to make many different kinds

  • Added trebuchet tower, which absolutely wrecks because there are no tanky enemies yet
  • There are now 'large' and 'small' towers, all towers can be moved but large towers slow you down more and only small towers can fire while being moved

10/05/24

  • Spent time with fam 👌
  • Towers now slowly gain exp when you stand next to them
  • Towers prioritize targets with bread based on distance from point to protect, and they prioritize them over all other targets

10/04/24

  • Music

    • Level
    • Boss
    • Victory
  • Smooth fades for background tracks

  • Random callouts can be set on a per character basis

  • Drops can be set on a per character basis

  • Each faction can have its own base, spawner, pathing, and units (including your own)

  • You can win still while having allied units alive (previously victory only allowed when all units were dead)

  • Bread pile that must be defended

  • Enemies that reach the bread pile take 1 bread and attempt to leave the map with it

  • Lose when all bread has left the map

  • Enemies carrying bread drop the bread as a pickup (like coins) when they die

  • Dropped bread can only be picked up by the player, but will despawn after 15 seconds if not picked up (thus counting as having lost the bread)

  • Non-player factions can have a bread pile, and are destroyed when their bread pile is empty (even if it has not all left the map yet)

  • Pickups now despawn after 20 seconds so that bread can't be left on the ground to make the player invincible

  • Dialogue readers in world space and GUI, but no dialogue system to make use of them (that's next)


  • Towers are now data based and can level up from getting kills

  • Units now attack towers/walls that they walk into, and different towers have different max hp and hp regen rates

  • Enemies taking bread from the pile but not being able to pick up fallen bread was making the game far too easy unfortunately... Now they eat a certain amount of bread and die (?) once they are finished eating.


  • Coins can now be used at the shop to buy blocks used for making towers
  • Blocks can also be sold at the shop
  • Shop sells at markup and buys at markdown, amount can change per shop
  • Shop has a shopkeeper that announces prices (but he is invisible right now because I haven't done the art)

10/03/24

  • Peasant

    • Random peasant callouts
  • Enemies drop resource for getting blocks (coins)

  • Right click on towers multiple times to break them down into pieces again

  • Interact button to build a tower from a blockpile, instead of it happening automatically

  • Sprite that shows up when a blockpile is a valid recipe and it is highlighted

  • Last wave gets special boss music

  • Main Menu

  • Mission Select menu

  • After killing all enemies in last wave, victory state

  • Enemies come in premade waves (resource)

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