Orcus brings Commodus back to life and tasks him with defending the Roman culture from the various degenerate groups like the Germans (barbarians), Christians,
- Player
- Commodus
- Gods
- Orcus
- Minerva
- Owl of Minerva
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Orcus gives you his speech the first time you launch the game
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Orcus takes you to defend Romes food supplies from the rabble that are trying to profit off the chaos
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You are instructed on movement (WASD, shift to sprint)
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You are instructed on how to look around (mouse, scroll to zoom)
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You are instructed on how to destroy things with your scepter to get materials
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You are instructed on how to move around objects to build things
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You are instructed on how to build something once it matches a recipe
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A senatorae shows up to try to kill you
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He drops an Aureus
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Play the level, defeat the giant rat
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! Room for more fighting with Unwashed Masses here
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Meet up with general to get the German barbarians out of Rome
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Defeat the German Knight
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! Room for more German levels here
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General betrays you, sending his forces against yours
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Defeat the Roman General
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Hunt down the Scotts in the forests
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Defeat the Scottish Berserker
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Hunt down the Germans in the forests
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Defeat the German ?
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Return to Rome to fight off the invading vandals
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Die to the vandals
- 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
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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
- Arbalest
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Fire Arbalest
- Wood/Bronze/Sinew/Oil
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Greek Fire (flamethrower, short range, very fast fire, low damage, AOE and DOT)
- Bronze/Bronze/Oil
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Oil Hurler
- Medium Range, causes slow and bonus damage from fire
- Wood/Oil
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Magic Missile (Arbalest with longer range & homing arrows)
- Wood/Bronze/Sinew/Magic
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Magic Beam
- Marble/Magic
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- pillar
- wall
- roof
- roof_border_center
- roof_border_corner
- roof_border_end_00
- roof_border_end_00_inverse
- roof_border_end_01
- roof_border_end_01_inverse
- roof_border_inner
- roof_border_inner_inverse
- roof_border_inner_wall
- roof_border_wall_00
- roof_border_wall_01
- roof_center
- roof_end
- roof_end_inverse
- roof_inverse
- bricks_00
- dirt
- grass_00
- grass_00_001
- stairs_00
- stone_00
- 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
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
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Door that is opened by walking into its area collider
- Is also an interactable that can be broken down
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Faction units
- ??? BOSS
- GERMAN KNIGHT BOSS
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Orcus
- Orcus in his throne
- A rack that you can select different scepters from
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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
- Gun: Arbalest
- Projectiles
- Bolt
- Rock (marble)
- AOE hit effect
- Characters
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Sprites
- "Build with E" animated sprite
- Generic button
- Generic menu frame
- HUD icons
- Generic font
- Opening splash screen
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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
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Hit sfx
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Firing sfx (for towers)
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Reload sfx (for towers)
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Random callouts
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Action callouts ("Stop!" from centurions)
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Broken towers
- Non-functional towers on maps at the start, break down for materials and space
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Happy dance for allied units upon victory
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Skybox models
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Debuffs
- Oiled: slow + bonus fire damage, used up by fire
- Fire: damage over time
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Tower States
- Pristine
- Damaged
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Multiple scepters with different effects to choose from
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Multiple dances with different effects to choose from
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Barracks that spawn centurions
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Horn that when interacted signals all ally units to attack enemy bread
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Interact with horn again to signal retreat
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Horn to interact with to bring enemy wave early
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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)
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Difficulty
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.
- 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
- 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
- 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
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Music
- Level
- Boss
- Victory
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Smooth fades for background tracks
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Random callouts can be set on a per character basis
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Drops can be set on a per character basis
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Each faction can have its own base, spawner, pathing, and units (including your own)
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You can win still while having allied units alive (previously victory only allowed when all units were dead)
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Bread pile that must be defended
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Enemies that reach the bread pile take 1 bread and attempt to leave the map with it
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Lose when all bread has left the map
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Enemies carrying bread drop the bread as a pickup (like coins) when they die
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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)
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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)
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Pickups now despawn after 20 seconds so that bread can't be left on the ground to make the player invincible
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Dialogue readers in world space and GUI, but no dialogue system to make use of them (that's next)
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Towers are now data based and can level up from getting kills
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Units now attack towers/walls that they walk into, and different towers have different max hp and hp regen rates
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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)
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Peasant
- Random peasant callouts
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Enemies drop resource for getting blocks (coins)
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Right click on towers multiple times to break them down into pieces again
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Interact button to build a tower from a blockpile, instead of it happening automatically
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Sprite that shows up when a blockpile is a valid recipe and it is highlighted
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Last wave gets special boss music
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Main Menu
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Mission Select menu
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After killing all enemies in last wave, victory state
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Enemies come in premade waves (resource)