Change Log
- References to “gold” have been replaced with “shards”.
Item Review
| Item Name | Time Estimate (hours, pessimistic) | Notes | Xander comment |
|---|---|---|---|
| Adrenaline | 4 | straightforward | |
| Afterimage | 5 | straightforward | |
| Aloe Vera | 5 | straightforward | |
| Bad Taste | 5 | straightforward | |
| Blink | 14 | This will significantly affect the logic in the movement system (we will need to add logic and accomodate around it. There will be unknown unknowns for this.) | truth nuke honestly this one is too much of a pipe dream let’s cut it |
| Blood Bubble | 6 | straightforward | |
| Blood Money | 5 | straightforward | |
| Boxing Gloves | 5 | straightforward | |
| Brass Knuckle | 5 | straightforward | |
| Bunker | 5 | straightforward | |
| Burning Passion | 7 | Does nearby units mean neighboring units? The stack seems confusing and the damage from burn can become a dev nightmare depending | i don’t think this one is that bad? it’s two things at once: giving burn to yourself and all adjacent units, and taking less damage from burn yourself. check here for details about stacking |
| C4 | 4 | straightforward | |
| Catalyst | 5 | straightforward | |
| Chain Lightning | 7 | Reliant on grid architecture for this. May take slightly longer. What is a chain limit? | ”Chain Limit” is admittedly a niche term and we only use it here. What we mean to say is that the lightning effect will hit every single opponent that is connected diagonally to each other, like a “chain”. There’s no limit to how many enemies can get hit, as long as they’re connected diagonally. I’m also considering making a cardinal version of this one to replace another item. |
| Charcoal | 2 | straightforward, however is it when the unit does an attack (and hits something) or when the unit GETS attacked and its their on hit? | ”On hit” is when the unit does an attack and hits something. “On hurt” is when the unit gets attacked and is then hit. |
| Cinders | - | ||
| Deadly Benefits | 5 | straightforward | |
| Deadly Microwave | 5 | straightforward | |
| Decimation | 5 | straightforward | |
| Double Tap | 8 | straightforward but can be a pain in the ass to implement | fuck me man this is like the coolest one 😭 but I’ve updated the specs to say that it can only retrigger once (it will not recursively trigger itself) |
| Energetic | 5 | straightforward | |
| Epidemic | 3 | In progress. Is there a limit to how “near” an opponent should be ? is it straight line or movement radius based? | actually great call, there should be a limit. i’ve updated the file to specify what you asked about |
| Evasive Boots | 5 | straightforward | |
| Explosive Debris | 5 | How much damage? also what is near? | updated file to specify. (placeholder numbers of course) |
| Failsafe | 5 | straightforward… Voltorb spec. How is this common? is that a typo? | not a typo, and dw about rarities for now 💀 we have been changing items so much that some don’t match their rarity anymore |
| Fire Crackers | 5 | straightforward | |
| Frenzy | 5 | straightforward | |
| Friendly Compass | 6 | straightforward, will require input from the grid team though | |
| Gambler’s Aura | 5 | straightforward | |
| Glass Shard | 5 | straightforward | |
| Grave Mistake | 20 | Bespoke as fuck, will take some time to implement. relies on art team too | truth nuke, though art only has to make 1 sprite. we should ask the team if it’s easier to do items that are |
| Headlights | 6 | Relies on expose status effect being in. Also relies on grid having the diagonal cell checks added. | |
| Hot Chocolate | 5 | straightforward | |
| Hunter’s Mark | 5 | straightforward | |
| Ignition | 8 | Same issues as double tap. | |
| Incubation | 20 | Anytime we have to spawn things, it becomes a bespoke item that relies on creating new logic external to the item. Also relies on art team to create the bomb | this is fathomable, although the bomb is already an enemy in the game it’s just gonna be on the player’s team. i see how this can fuck with game logic though. we’ll review this one |
| Industrial Fan | 12 | We will need to account for moving units with the grid system outside of their turn, applying procs when they move & damage, also relying on the cardinal adjacent direction logic from the grid domain. | See Entities. This will be important for certain player/enemy abilities too |
| Infectious Kill | 7 | straightforward, isthere a limit to nearest though | updated file to specify randomness |
| Item Magnet | ? | Blocked on making a decision for this due to the lack of a rewards system at this point. Otherwise, relatively straight forward… | |
| LAN Power | 5 | straightforward | |
| Last Resort | 5 | straightforward | |
| Latent Power | N/A | Persist between battles is something we do not currently plan to support at this point. | yeah that’s chill it doesn’t have to be persistent at all, spec updated |
| Leech | 5 | straightforward | |
| Lifeline | ? | wtf is per combat, also please re-word this as its confusing. | it’s once per battle, combat/battle has been used interchangeably. also reworded to be less confusing |
| Live Wire | 6 | is this insinuating that we can attack a cell without anyone in it, and this effect will apply? is this not the same as firecrackers? also can we get a definitive answer to what X is | file updated to specify (on hit means you HAVE to hit a guy for it to trigger, not just an empty cell). also this item is supposed to proc on hit to the affected units too, so proc coefficient > 0. probably worth reevaluating estimate. |
| Lucky Shot | 5 | What is a base small amount of shards? | placeholder value added |
| Magpie Bar | 5 | straightforward, will need to upgrade a lot of the proc call systems to accommodate for this | is it that complicated? on hit, check if HP > 90%, if so then deal more damage. what am i missing, is there an implementation quirk that fucks with this? |
| Mitosis | 10 | Double the effect, double the testing, double the edge cases, double the time to take developing | real |
| Momentum | 6 | straightforward | |
| Money Bag | 5 | straightforward | |
| Nuclear Finisher | 7 | straightforward but there are smells of complexity that im not aware of upon first glance… | i smell it too. likely just needing to keep track of enemy’s health when the ability starts and comparing it on kill |
| Opportunist | 6 | straightforward | |
| Overheal | 5 | Need more clarification on some of the terminology on this one. | updated file to clarify — basically you can heal past your max hp, and that’s given as shield |
| Overheat | 6 | straightforward, just relying on diagonal architecture | |
| Pain Killers | N/A | Can we not have this ability, it is a pain in the ass (bespoke) to have to accommodate for + introduces edge cases | i didn’t think this was that hard to do, storing a list of damages to take on the nth turn in the future. But if it’s that fucked, we cut it |
| Panic Blast | 12 | Similar to industrial fan, we do not yet know the effects of pushing units outside their turn turn. This one will require more testing than usual. | See Entities |
| Participation Badge | 5 | straightforward. what is x amount of shards. | updated with placeholder |
| Personal Space | 5 | straightforward, what is x | updated with placeholder |
| Piercing Rounds | 12 | This one (may) be difficult to implement depending on how our attack logic is. We do not currently have a picture of that just yet, so this estimate may get updated. | I do expect this to be complex so that’s fair |
| Quick Repair | 6 | straightforward | |
| Rapid Strike | ? | What is per combat? is this not just double attack ? pls reword | Per combat = per battle (used interchangeably) |
| Reckless Tactics | 9 | As this has multiple proc effects, dev time is increased. | |
| Recursion | N/A | This sounds like a recipe for infinite looping. No, even with the 10% flat chance reduction. If there is any stacking effect that may increase this chance, we are fucked. Edge case prone. We can revisit this when our systems are mature. | RIP ok chuck it on the backburner |
| Red Visor | 5 | straightforward | |
| Repair Amp | 5 | straightforward | |
| Replay | 6 | straightforward | |
| Reserve Battery | ? | unsure for now about this until we mature the death logic a bit. | TBH if you get this working we can remove Grave Mistake |
| Resilience | 5 | straightforward, define x | updated with placeholder |
| Restful Defense | 6 | straightforward | |
| Roller Skates | 5 | .. is speed max movement?? clarify please. | Clarifications added |
| Rubber Boots | ? | Reliant on the addition of hovering / flying units. Will return to this for an estimate. Otherwise, relatively straightforward (5 hours) | I actually changed the spec for this so that it doesn’t rely on hovered enemies. I guess it got overwritten (fixed now) I don’t think we have designed any hovering enemies so… maybe we just don’t bother having them at all? |
| Sadist’s Smile | 6 | straightforward, would be nice for some grid shorthards / extensions for finding units | updated with placeholder |
| Second Degree Burn | 8 | Reliant on burn timing & priorities of items. Can be finicky for us to setup. What is meant by 50% damage? is it 50% of the burn? please clarify | It’s 50% of the burn damage. Updated |
| Secure Boot | 6 | Just want to clarify whats going on with the description? also when do we spawn allys? is that like revive? | Removed template from description …fuck I don’t think we have any friendly spawns anymore. Only enemies do that. This might be one we cut. |
| Serrated Bullet | 6 | Can we get an example in these descriptions? for this, is 10% crit chance going to mean we get 50% extra damage? | correct, changed description to clarify |
| Shield Breaker | 5 | straightforward | |
| Shrapnel | 7 | that CAN hit multiple enemies or that DID hit multiple enemies? i know it says can but should it? | I believe it was intended to be CAN, but tbh it makes more sense design wise to be DID. So I’ve changed it, but I recognise that makes it a lot harder to program. We can fall back if necessary. |
| Siphon | 5 | How much damage please? what is nearby? | updated with placeholder |
| Slipstream | 5 | once again, what is nearby? | Nearby = adjacent so I’m fixing any occurrence I see |
| Smoke Screen | 7 | Clarify surrounding radius pls. Does this require art? Reliant on grid domain for this | Foggy cell state is specified in Cell States and are used by enemies too |
| Soul Link | N/A | What is a chip? This one seems bespoke & reliant on a new entity. Happy to revisit when we have a bit more system maturity. | These items that spawn stuff should probably be cut until later in development lmao |
| Spelunking Boots | 7 | This is fine, for as long it is acceptable for the effects to be applied only from the time that the items existence. The item itself will track the cells, not the unit. | Perfect |
| Static Discharge | 5 | straightforward | |
| Steroids | 5 | straightforward | |
| Stopwatch | 12 | This is heavily reliant on the undo & state tracking systems | |
| Storm Surge | 5 | Clarify what nearby is | yerp |
| Super Scope | 5 | straightforward | |
| Thick Plating | 5 | straightforward | |
| Trick Shot | 5 | straightforward, clarify what damage is | updated with placeholder |
| Trophy Necklace | ? | reward system isnt planned, will return to this later | |
| Under Pressure | 5 | straightforward | |
| Uninspiring | 6 | straightforward… i think… is this for healers giving out health or shield? | yeah it’s for characters like Bandit or Idol who apply shields to themselves or their allies. Whoever gets the heal/shield gets the supercharge (even if you’re applying it to yourself) |
| Vengence | 8 | straightforward, mathematics. | |
| Warrior’s Spirit | 6 | straightforward | |
| Weak Spot | 5 | straightforward | |
| Weakness Exploit | 6.5 | relies on status effects, can be confusing from a percentage standpoint but that depends on how we implement it… |