Progress Report
Here's a general list relating to what we know about Side Order so far. This may not be super up-to-date but hopefully it will be enough to be useable.
Floors
Floor Attributes
* Membux reward :Spl_Check:
* Difficulty :Spl_Check:
* Stage objective :Spl_Check:
* Music choice
* Background environment :Spl_Check:
* Cage ending location :Spl_Check:
* Stage items :Spl_Check:
* Double color chip floor RNG
Gamemodes
* VictoryLift :SO_VCTower: :Spl_Check:
* Tower path :Spl_Check:
* Checkpoint location :Spl_Check:
* Amount of checkpoints :Spl_Check:
* VictoryBall :SO_VCBall: :Spl_Check:
* Amount of balls :Spl_Check:
* Location of balls and goals :Spl_Check:
* How the walls that prevent the ball from falling off work :Spl_Check:?
* VictoryArea :SO_VCZone:
* Location of zones :Spl_Check:
* "Health" of zones
* Checkpoints
* KillAllTargetEnemies :SO_VCChase:
* Location of enemies to kill :Spl_Check:
* Pathfinding when being chased
* Can different types of enemies be the objective?
* KillAllSpawner :SO_VCPortal:
* Type of portal (small/large) :Spl_Check:
* Custom portal health :Spl_Check:?
* Portal location :Spl_Check:
Logic
Enemy Logic
* How many enemies are spawned at a time? :Spl_Check:
* Location of spawned enemies :Spl_Check:
* Type of enemy spawned :Spl_Check:
* Logic for when they spawn :Spl_Check:
* Spawn timer :Spl_Check:
* Area switches :Spl_Check:
Stage Logic
* Area switches :Spl_Check:
* Moving stage objects
* NavMesh files (used for enemy movement)
Logic Files
* Logic nodes
* Document all nodes and what they do
* Unnecessary logic
* Implementing new logic
Palettes
Color Chips
* Color chip attributes
* Color chip attribute scaling
* Scaling per weapon
* Color chip allowed amounts
* Color chip allowed weapons
* Adding new color chips
Weapons
* Weapon attributes
* Weapon preferred tones
* Weapon upgrade visuals
Other
* Adding new palettes
* Changing the size of the palette (already done by someone, no info)
Extra Gameplay Elements
Hacks
* Hack attributes
* Values changed
* Maximum level
* Prlz cost
* Adding new hacks (already done by someone, no info)
Bonus/Danger
* Bonus/Danger attributes
* How is a bonus/danger selected and when?
* Adding new bonuses
* Adding new dangers
Vending Machine
* How are the choices chosen?
* How are vending floors chosen into the rotation?
* Adding custom items for purchase
Bosses
* How are bosses scaled up for the F10 vs F20 versions?
* Special aspects of each boss
* BallKing aspects
* Bumpers
* Spawned enemies
* Health
* AI
* RivalKing aspects
* Amount spawned per wave
* AI
* Weapons
* Palette replication
* TowerKing aspects
* Health of each layer
* AI
* Enemies spawned
* BarrierKing
* Location of tentacle portals
* Health of portals
* Are the portals similar to the ones on normal floors?
* AI
* Enemies spawned (varies per weapon and per palette?)
* Making a custom boss
Other
* Amount of floors in the spire
* Seeding of a run, RNG