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es2016b's Issues

Different AI Difficulties

User Story

  • As a Game Designer I want several maps of different difficulty

Definition of Done

  • Have at least 2 different AIs that differ in difficulty when playing. One could be a greedy / random buyer, and the other could use algorithms like the rucksack problem solver.

Create Health Bar

  • For enemies
  • For our Walls

Also integrate it to the Enemy and Wall prefab

Examen failed - 1h

Definitions of done:

  1. Design of that gun.
  2. Scaling, adapted size of gun with it user.
  3. It has to be integrated in character's model.

Click Logic 2h

In GameController class create the logic of clicks:

  • When clicked on the building, building's options should appear
  • When clicking on unit, its life should appear
  • When clicking outside of everything it gets deselected

Weapon Logic

  • Lower the target's health on impact
  • Fire automatically every x seconds (cooldown)
  • Focus on one enemy at a time (if more than one enemy is in the tower range -> attack the first one to enter, when the enemy is dead -> attack the next in line).

HUD Structure (4h)

Make a HUD that adapts to the game

Time estimated: 4h

--- Requirements ---

  1. It must be connected with values of the game, at least partialy
  2. It must have the next layout:
    image
  3. The smallest height segment must mesure 216px

Upgrade / Repair Logic

From design notes

Every time a screen finishes, if the player is still alive he has some time to use the coins to do reparations and to place little towers.

While playing in a given screen, the player can also use the coins to do reparations and to place little towers, but the enemies are attacking in the meanwhile.

Upgrade Towers / Building Logic

User Story

As a Player I want to upgrade my Towers and UB Building when I have enough money in order to withstand stronger attacks against me.

Definition of Done

  • Player gets some money each time he kills Unit

  • That money can be spent to upgrade the Building or a chosen tower (only logically, not on GUI).

Unit Spawn AI

  • Define when units are spawned by AI
  • Define where they are spawned

The AI should purchase units and place them on some path

Projectile Physics

User Story

  • As a User I want to see projectiles through the screen when there's someone shooting

Definition of done:

  • Make Projectiles (shot from Units and Towers) move and impact (go towards) target
  • Every time a Projectile is shot, it visibly goes from the attack point to the target and impacts on it
  • The internal logic of damaging a target works correctly

Estimated time: 6h

Versió Unity 5.4.1f1

No sé quina versió fa servir la gent però la darrera és la 5.4.1f1 que diría va sortir fa com a molt un parell de setmanes i segurament és la que tenim tots els que hem descarregat el Unity en la darrera setmana per a fer el lliurament 0. El boilerplate penjat està en versió 5.3.x i en obrir-se amb versions posteriors, et fa actualitzar el projecte. Ho dic més que res per a que tothom que faci servir Unity es posi a la mateixa versió o comprobi quina té perquè podría haver cacao amb tema versions. (Un cop posats d'acord i tots tenint la mateixa, no actualitzar fins que el projecte estigui acabat).

Pancarta-1h

Definitions of done:

  1. Design of that gun.
  2. Scaling, adapted size of gun with it user.

Implement Win-Lose conditions

  • When your building's health is 0, you lose.
  • When you survive the wave of enemies, you win.
  • The screen that says you lost / you won should appear.

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