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| sdodr:progress-report [2025/03/08 06:41] – nyarumi | sdodr:progress-report [2025/03/10 18:43] (current) – nyarumi | ||
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| 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. | 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 | ||