RoadMap

All Feature Refactor Balancing Bug Improvement Performance QOL Towers UI

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Todo

[FEATURE] Ingame Tech Tree

Finish implementing storage module once I've thought about a nice solution to handle it & handle miners having a cap also...

BAS-35 [Idea] Crystal idea

In Progress

[FEATURE/IMPROVEMENT] Improve the building logs system

Figure solution to scale up price of a buildable on the fly(needs generic solution for future cases)

BAS-257 Convert original essence miner logic(handling/payout) in BuildingsManager to use new Per Second resource handling stuff...

Storage tank models with pipes that connect to the crystal corruption buildings that slowly use up dropped resources.

BAS-35 [Idea] Crystal idea

Storage tanks(affecting resources)

BAS-35 [Idea] Crystal idea

The Buff towers corrupted crystals energy differences.

BAS-35 [Idea] Crystal idea

Done

Remove hitbox collision stuff on towers, which prevents towers from shooting through them

Add world space widget to geode miners, so that when you click it, it'll show the selected resource type, est time till curruption, amount/second etc

BAS-35 [Idea] Crystal idea

Implement miner module logic/handling as an enhancement upgrade

BAS-35 [Idea] Crystal idea

[Miners] When the miner has finished currupting the node, we could disable some of it's logic, and add the gain per second to some global resource "per second" manager system, which doesn't need to tick as much

BAS-35 [Idea] Crystal idea

Snap currently selected building to available sockets if it meets the criteria

BAS-242 Building Sockets System

Base setup/configuration for building sockets in the blueprint of a building

BAS-242 Building Sockets System

Mobs drop resources

BAS-35 [Idea] Crystal idea

Backlog

[Boom Boom] Implement casing drops when firing