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License: MIT License
Project for the Godot Wild Jam 28
License: MIT License
Most likely helmet.
Varying amount of sockets?
This allows the player to take their time and plan the next wave, while still needing to start the wave in order to produce more resources.
This lets the player have some down time for crafting if needed, but crafting however is never blocked.
Player should be able to build and deconstruct certain tiles in the tower zone, in order to build a maze of fences and towers on top of those mazes, which they should then be able to operate (only allow chickens to fire at mobs if they are currently manning any tower)
To highlight where the mobs will pass. Since the path will update every time a building is being attempted to be placed, it should always show updated.
Include:
This should allow for multiple mob groups of sometimes same types, for example:
[ [mob_wolf, 3], [mob_snake, 2], [mob_wolf,1] ]
The mob_spawn timeout should then pull mobs from the array, unless the array is empty, in which case it'll simply wait for the next array (the next wave).
gettin' laggy af
Helps the player to visualize the maze
Save building tilemap and stats, allow to return to checkpoint after losing
These are my suggestions for some crafting recipes.
Numbers are subject to testing and balancing.
If we could get the names to alliterate, that would be nice...
you might notice there is room for some high level towers with multiple special ingredients...
Then, execute that custom sort before selecting a new target.
For A* nav, take everything out of the mob's astar_nav except the move_along_path, and give it a modifiable copy of path to use as it's own."
`mob.astar_nav.path = $"/root/main/astar_path".get_path
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