You are here: start » sdodr » progress-report

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