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sdodr:progress-report [2025/03/08 05:47] – created nyarumisdodr:progress-report [2025/03/10 18:43] (current) nyarumi
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-Progress report+<heading 1>Progress Report</heading>
  
 +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.
 +
 +<heading 3>Floors</heading>
 +<heading 4>Floor Attributes</heading>
 +  * 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
 +
 +<heading 4>Gamemodes</heading>
 +  * 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:
 +
 +<heading 3>Logic</heading>
 +<heading 4>Enemy Logic</heading>
 +  * 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:
 +
 +<heading 4>Stage Logic</heading>
 +  * Area switches :Spl_Check:
 +  * Moving stage objects
 +  * NavMesh files (used for enemy movement)
 +
 +<heading 4>Logic Files</heading>
 +  * Logic nodes
 +    * Document all nodes and what they do
 +  * Unnecessary logic
 +  * Implementing new logic
 +
 +<heading 3>Palettes</heading>
 +<heading 4>Color Chips</heading>
 +  * Color chip attributes
 +  * Color chip attribute scaling
 +    * Scaling per weapon
 +  * Color chip allowed amounts
 +  * Color chip allowed weapons
 +  * Adding new color chips
 +
 +<heading 4>Weapons</heading>
 +  * Weapon attributes
 +  * Weapon preferred tones
 +  * Weapon upgrade visuals
 +
 +<heading 4>Other</heading>
 +  * Adding new palettes
 +  * Changing the size of the palette (already done by someone, no info)
 +
 +<heading 3>Extra Gameplay Elements</heading>
 +<heading 4>Hacks</heading>
 +  * Hack attributes
 +    * Values changed
 +    * Maximum level
 +    * Prlz cost
 +  * Adding new hacks (already done by someone, no info)
 +
 +<heading 4>Bonus/Danger</heading>
 +  * Bonus/Danger attributes
 +  * How is a bonus/danger selected and when?
 +  * Adding new bonuses
 +  * Adding new dangers
 +
 +<heading 4>Vending Machine</heading>
 +  * How are the choices chosen?
 +  * How are vending floors chosen into the rotation?
 +  * Adding custom items for purchase
 +
 +<heading 4>Bosses</heading>
 +  * 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
 +
 +<heading 3>Other</heading>
 +  * Amount of floors in the spire
 +  * Seeding of a run, RNG