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featureNew feature or requestNew feature or requestgameplayAnything affecting the core loop (combat, waves, health).Anything affecting the core loop (combat, waves, health).prefabAdding/updating prefabs.Adding/updating prefabs.testingWork specifically related to adding or fixing test setupsWork specifically related to adding or fixing test setups
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Why
- The first tower should fire real projectiles so the combat path is reusable for future ranged content.
- A reusable projectile system will also open a path for later crossbow-style player weapons without duplicating combat code.
Proposed Change
- Add a reusable projectile prefab/runtime with travel, hit, damage, and cleanup behavior.
- Define ownership/target filtering so tower projectiles only affect valid enemies.
- Keep projectile behavior modular so future ranged weapons can reuse the same system.
Acceptance Criteria
- Towers can launch projectiles that travel, hit valid enemies, apply damage, and clean up correctly.
- The projectile runtime is reusable beyond the first tower implementation.
Testing / Validation
- Manual:
- Verify tower-fired projectiles travel toward enemies and resolve damage on hit.
- Automated:
- EditMode: Projectile hit/filtering tests
- PlayMode: Projectile travel/hit smoke test
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featureNew feature or requestNew feature or requestgameplayAnything affecting the core loop (combat, waves, health).Anything affecting the core loop (combat, waves, health).prefabAdding/updating prefabs.Adding/updating prefabs.testingWork specifically related to adding or fixing test setupsWork specifically related to adding or fixing test setups