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Dev Notes (old)
- Login using your account credential into the game (API complete)
- Login will allow you play with your registered axies from the web dashboard
- Select which defender axie that will represent your ingame character (avatar feature)
- Entering Ranked Mode will require 1 Shield (later you can buy Shield using your SLP)
- Post game results are sent to database and can be presented in web dashboard
- Waves of enemies up to 24 minutes of gameplay
- Over 20 enemies sprites in the game
- Major skills balance has been done to prep for closed alpha testing
- Web dashboard shows your axie skills with v3 art
- Playable game version ONLY for internal team is live today
- Web & in-game API connections successfully connected
- Register and verify your ronin address in web dashboard
- Your axies are viewable in web dashboard
- Choose & register 3 axies to be your defenders (you are going to use ingame)
- You now can login into the game using your account credentials
- Posting game results to database
- Start implementing leaderboard feature
- Start implementing Ranked Mode gated feature
- Start implementing Avatar feature (choose one of your axie as your ingame character)
- Web dashboard early revisions
- Backend API connected to frontend web
- Ronin SSO successfully implemented
- Register Axies has been implemented
- Start on API methods for ingame & backend database
- Backend Database deployed
- Frontend web deployed
- Ingame Main Menu done
- Game resolutions options done
- Started on Leaderboard and Ranking fees mechanism
- Game Design Docs updated
- Game menu selection has been added
- Axie body type utility has been added
- Axie class type utility has been added
- Figma design for frontend web dashboard has been started
- Backend database for web dashboard has been started
- UI/UX for web dashboard in design
- Ingame BOSS enemy upgrade in design
- Exciting new projectile mechanics for unique gameplay experience
- Frontend axieDAO SSO proof of work are done, thanks to XxGunnery
- Backend database has been fleshed out
- Github private repository has been created
- Working on various types of new skills mechanics
- Pixel art are focused on tail parts
- More skills variables are added
- Skills upgrade mechanics in place
- Pixel art experimenting with 7 body types.
- You can control the character with arrows, WASD, mouse and gamepad. Menus are yet to be done with gamepad and mouse.
- If you lose, you will see the skill report screen. It shows Skill Name with level, Damage, Time, DPS, and Kills.
- We only start with the first skill we choose. The rest needs to be unlocked.
- All enemies are now wrapping around the screen.
- Boss enemies should have proper scaling now.
- Damage Report added
- More enemies added to the game
- Orbital/Satellite type of skills has been added
- Death/End screen added
- Polished levelling up system
- Minor bug fix for enemies
- Enemies have attributes now (faster move speed)
- Boss wave in place (red blinking enemy indicate its a BOSS level)
- Added special enemy spawn (we can't kill him and he tries to escape off screen. But if we keep him inside the screen for long enough, he'll drop something interesting)
- Improved 7 types of projectile (bouncing, pierceing, damage-onhit, angled trajectory, randomized trajectory, etc)
- Improved collision box
- Level up selection are added
- Sound effects are added
- Leveling up system is almost done
- Focus on developing a robust projectiles system in place (easily add new type of skills relatively fast, piercing/bouncing/etc and improve certain stats according to skill's level
- There are 7 different testing projectile types now
- Improvements to visual effects (damage popups, camera shake, screen flashes, & distortion effect)
- Boss wave spawning in place
- Player's HP bar
- Upgrading projectiles system (enemy piercing, multiple shots, critical damage, etc)
- Basic wave system in place (every minute new wave is triggered with different intensity)
- Started with player-enemy collision (player now have HP and can be dealt damage)
- Testing 2 new projectiles
- Player movement with endless map
- Basic enemy behaviour - following player, avoiding other monsters, avoiding walls
- Enemy spawning
- Some effects - damage popups, particle effects
- Basic setup for projectiles - movement, damaging monsters
- Enemy can drop gems that we can pickup
- Camera setup - I can add flash effects, screen shake, etc.
- Basic HUD setup - it shows time and kill count
- Placeholder pixel arts by Paulina
- Game design document for MVP is done
- Mockup prototype of game are done
Last modified 1mo ago