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## turret system

### design
- upgrade graph
```
laser -> (heavy laser -> minigun) or (sniper -> railgun)
shotgun -> cannon -> tesla
plastic -> heavy plastic -> plasma plastic 
slower -> (heavy slower -> final slower) or (stopper -> heavy stopper)
T generator -> kad generator -> s generator 
```

### turret list
- [laser](./turrets/laser.md)
- [heavy laser](./turrets/heavy%20laser.md)
- [minigun](./turrets/minigun.md)
- [sniper](./turrets/sniper.md)
- [railgun](./turrets/railgun.md)
- [shotgun](./turrets/shotgun.md)
- [cannon](./turrets/cannon.md)
- [tesla](./turrets/tesla.md)
- [plastic](./turrets/plastic.md)
- [heavy plastic](./turrets/heavy%20plastic.md)
- [plasma plastic](./turrets/plasma%20plastic/md)
- [slower](./turrets/slower.md)
- [heavy slower](./turrets/heavy%20slower.md)
- [final slower](./turrets/final%20slower.md)
- [stopper](./turrets/stopper.md)
- [heavy stopper](./turrets/heavy%20stopper.md)
- [struct I](./turrets/struct%20I.md)
- [struct T](./turrets/struct%20T.md)
- [struct X](./turrets/struct%20X.md)
- [T generator](./turrets/T%20generator.md)
- [kad generator](./turrets/kad%20generator.md)
- [s generator](./turrets/s%20generator.md)


### [modules](modules.md)

---

### models
- _laser_
- heavy laser
- minigun
- _sniper_
- railgun
- _shotgun_
- cannon
- tesla
- _plastic_
- heavy plastic
- plasma plastic
- _slower_
- heavy slower
- final slower
- stopper
- heavy stopper
- _struct I_
- _struct T_
- _struct X_
- _T generator_
- kad generator
- s generator
- attach point

### stats
- _laser_
- heavy laser
- minigun
- _sniper_
- railgun
- _shotgun_
- cannon
- tesla
- _plastic_
- heavy plastic
- plasma plastic
- _slower_
- heavy slower
- final slower
- stopper
- heavy stopper
- _struct I_
- _struct T_
- _struct X_
- _T generator_
- kad generator
- s generator
- attach point

### placement
- **only place when not ovelapping**
- **ghost cursor**
- **buy spending resources**
- shader to ghost cursor

### targeting
- **check visible**
- **check range**
- target selection
	- **first**
	- last
	- strongest
	- weakest
	- closest
	- further away
	- least turning
	- densest
- precalculate valid path nodes

### shooting
- **spread**
- _projectiles per shot_
- projectile logic
	- **bullet**
	- _ray_
	- **plastic**
- projectile stats
- projectile models
	- bullet
	- ray
	- plastic
	- bullet bounce
	- plastic bounce
- projectile fx
	- trails
	- explosions
	- shooting particles

### economy
- **resources on enemy hit**
- generators make resources at end of wave

### upgrades
- _turrets can be upgraded_
- _only if can afford T_

### modules
- stats
- logic
- gui
	- buy menu
	- details

### range indicator
- model

### selection indicator
- model
- fx

### gui
- stats details
	- _panel with stats_
	- upgrade bonus preview
	- module bonus preview
	- resize based on stats
- **shop thumbnail**
- on select
	- picker options
		- sell
		- upgrade (multiple)
		- target
		- buy module
		- manual control