Team 1 Sprint 3 : Feature Ticket - Spells (Godpowers) #157
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documentation
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feature
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Sprint 3
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team 1
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Description
We will start a new chapter in sprint 3 focusing on the functionality and interactions of the game. This sprint we will be making things for consistent across the game and some final details of the information box's display effect and the compatibility of the unit selection function, Improvements in overall UI in terms of consistency.
But our main focus for this sprint will be responsible for the design and development of the climax of the in-game combat system - Spells.
Spell, similar to the nirvana in the Mugen game, or the 'R' skill Ultimate or even Q and E abilities in the League of Legends, usually requires a high time and resource cost to support the release, and is unlocked through additional interactions and operations.
In this game, Spell will obtain the resources/energy bar required to release the spell by knocking down enemies/collecting materials and other positive operations. Whenever the resource/energy bar reaches a certain value, its release is unlocked, and all energy bars are cleared after release. The spell/spells will be inspired by the gods of Greek mythology.
Below are some of the Greek Gods and their powers
Spell has unique hotkey.
The form of Spell may be a medium-range circular AOE attack at any location, only dealing damage or even kill enemy units, and may design special effects (such as slowing and paralysis to enemy who were hit but were on the outskirts of the damage radius range) in the future.
The area where the spell needs to be casted will be determined via a crosshair like indicator which is moved by your mouse movement and clicking.
SubFeature/component (optional)
We will also complete the linking workflow in Sprint3:
Remaining unit-selection to-dos:
Examples (optional)
Spell Bar: Certain operations will accumulate the powerbar, and releasing the spell will empty them. This should be like the powerbar in KOF 97:
![image](https://user-images.githubusercontent.com/88020895/190966860-ebe838d2-221a-4c2d-a9ad-6d674cd6d384.png)
Spell Attack Range: ???(Still need discussion)
Unified Unit Selection: Both buildings, worker units and solider units using our selection method & highlight effect, and there should be no boxboy anymore.
Friendly Units Avatar: The space on the left side of the information-box will show the images we designed for the units, presenting their appearance in a different style and perspective.
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List of sub-features you intend to have done and in Master by the end of the sprint.
Completion Deadline: Oct. 03
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