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sdodr:progress-report [2025/03/08 05:47] – created nyarumi | sdodr:progress-report [2025/03/10 18:43] (current) – nyarumi | ||
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- | Progress | + | <heading 1>Progress |
+ | 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> | ||
+ | <heading 4>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 | ||
+ | |||
+ | <heading 4> | ||
+ | * VictoryLift : | ||
+ | * 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 : | ||
+ | * VictoryArea :SO_VCZone: | ||
+ | * Location of zones :Spl_Check: | ||
+ | * " | ||
+ | * Checkpoints | ||
+ | * KillAllTargetEnemies : | ||
+ | * Location of enemies to kill :Spl_Check: | ||
+ | * Pathfinding when being chased | ||
+ | * Can different types of enemies be the objective? | ||
+ | * KillAllSpawner : | ||
+ | * Type of portal (small/ | ||
+ | * Custom portal health : | ||
+ | * Portal location :Spl_Check: | ||
+ | |||
+ | <heading 3> | ||
+ | <heading 4>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: | ||
+ | |||
+ | <heading 4>Stage Logic</ | ||
+ | * Area switches :Spl_Check: | ||
+ | * Moving stage objects | ||
+ | * NavMesh files (used for enemy movement) | ||
+ | |||
+ | <heading 4>Logic Files</ | ||
+ | * Logic nodes | ||
+ | * Document all nodes and what they do | ||
+ | * Unnecessary logic | ||
+ | * Implementing new logic | ||
+ | |||
+ | <heading 3> | ||
+ | <heading 4>Color Chips</ | ||
+ | * Color chip attributes | ||
+ | * Color chip attribute scaling | ||
+ | * Scaling per weapon | ||
+ | * Color chip allowed amounts | ||
+ | * Color chip allowed weapons | ||
+ | * Adding new color chips | ||
+ | |||
+ | <heading 4> | ||
+ | * Weapon attributes | ||
+ | * Weapon preferred tones | ||
+ | * Weapon upgrade visuals | ||
+ | |||
+ | <heading 4> | ||
+ | * Adding new palettes | ||
+ | * Changing the size of the palette (already done by someone, no info) | ||
+ | |||
+ | <heading 3>Extra Gameplay Elements</ | ||
+ | <heading 4> | ||
+ | * Hack attributes | ||
+ | * Values changed | ||
+ | * Maximum level | ||
+ | * Prlz cost | ||
+ | * Adding new hacks (already done by someone, no info) | ||
+ | |||
+ | <heading 4> | ||
+ | * Bonus/ | ||
+ | * How is a bonus/ | ||
+ | * Adding new bonuses | ||
+ | * Adding new dangers | ||
+ | |||
+ | <heading 4> | ||
+ | * How are the choices chosen? | ||
+ | * How are vending floors chosen into the rotation? | ||
+ | * Adding custom items for purchase | ||
+ | |||
+ | <heading 4> | ||
+ | * 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> | ||
+ | * Amount of floors in the spire | ||
+ | * Seeding of a run, RNG |