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Automaton-Annihilation

TODO: Improvement Items

  • Conveyor moving away -> PlaceItemsComponent
  • Multi Unit apply input button: bool for each config: apply to all selected?
  • Pathfinding on separate Thread
  • Wider input config UI
  • Sometimes the architect gets freed when demolishing a building in self position
  • Make UI Mobile friendly
  • Threads: check if a thread is already finding the target pos / location (check addpath? idk)
  • Check if you can skip part of the path (sometimes units go back seemingly at random)

TODO: DEMO v2

  • Second Enemy Type (ranged / faster / ...)
  • Better Manage Enemy Waves + add info bar / panel / animation
  • Wall
  • Laser Tower
  • Conveyor Splitter
  • Conveyor Tunnel
  • Inserter
  • Inventory max size / Management

TODO: long term

  • Make scene with root node script for Pickupitems, check neighbour squares, ...
  • General code refactor and modularization of the code
  • Use more Composition rather than Inheritance
  • Actions: should / can they be compositions in tree structure (not sure)
  • Passives: should / can they be compositions in tree structure (probably)
  • Add Factory -> Create Build Unit + Fight Unit
  • More offensive units
  • Assembler / Miner / etc: input configuration --> only on belts / chests / convert buildings / ...
  • Add RMB on Ore Patch -> mine resource?
  • Vision system / Radar / ...
  • Buildings bigger than 1x1
  • Airplanes
  • Smart enemy units that avoid towers, break towers ...

DONE:

  • Refactor inheritance -> composition of PickupItemsComponent and PlaceItemsComponent
  • Mech Lab: move unit to empty spot

  • DEMO!!! :)
  • Enemies spawn more the later the game
  • Enemy Attacks
  • Add Enemy Unit
  • Catch input UI panels and prioritize over normal script
  • E + Click -> queue remove building
  • Path Finding / Use TileMap to go around buildings
  • F-click = select box pickup items + pickup from chest if chest in region
  • Add panel with settings per unit: auto pickup items + fill inventory when pickup resources + ... + ...
  • Update Ore Patch texture
  • Add Assembly Building + add Copper Plate -> Copper Wire and Iron Plate -> Iron Gear
  • Add Copper Plate
  • Update Recipes
  • Take items from multiple chests when needed
  • Put build action in ActionQueue
  • Shift / Space + build action
  • Metal Extractor Building
  • Limit building on top of buildings / Extractors not on top of the designated areas
  • Show resource cost in UI left bottom
  • Build Cost Buildings / Units
  • Check if building on a resource tile + check other build constraints
  • Conveyor Belt building
  • Chest building
  • Store Buildings in tilemap (building name only for now, not a reference to building itself)
  • Show sprites in the correct order (y-position)
  • when a building is queued, and no resource available, auto check all chests for resource and pickup from nearest chest with enough
  • chest next to miner -> put item in chest == put item on conveyor belt > put item on ground
  • Show Items in the correct order (y-position or always behind buildings)
  • Furnace to smelt iron / copper

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