CoCSharp
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Implement village game logic
These are the village game logic that should be implemented in the server. If you think I missed something or something does not fit let me know. :]
- [ ] Village
- [ ] Buildings
- [x] Upgrading
- [x] Placement
- [x] Constructing
- [x] Speeding Up Construction
- [ ] Storage
- [ ] Boosting (Collectors)
- [ ] Collecting (Collectors)
- [ ] Reloading
- [ ] Clan Castle Logic
- [x] Traps
- [x] Upgrading
- [x] Placement
- [x] Constructing
- [x] Speeding Up Construction
- [x] Rearming
- [x] Decorations
- [x] Placement
- [x] Buying
- [x] Selling
- [ ] Obstacles
- [x] Clearing
- [ ] Generating (growth)
- [ ] Troops
- [ ] Training
- [ ] Upgrading
- [ ] Spells
- [ ] Brewing
- [ ] Upgrading
- [x] Experience/Construction reward
- [ ] Workers management
- [ ] Resource management
- [ ] Hero management
- [ ] Saving
- [ ] Buildings
What about boosting?
Thanks for pointing that out! :smile:
Maybe you should also handle
- broken/rearm for traps,
- ammo level and refuel for defs like XBow or InfernoTower.
- mode for skel traps, XBows, Inferno, Warden...
Up to you also if you want to handle the multiple layouts for the village, and war village.
Yeah thanks for pointing that out again. :smiley: But for the multiple layouts for the village and war village we will see.
Clan castle. Empty or full.
Yep, thanks!
Maybe Defending mode for x-bows(Ground, Air/Ground) and infernos (Multiple, Single) which might go on buildings:
Maybe later sub-buildings (Defenders, Collectors, etc.)
PD: Never mind this, @FastFrench pointed it out thanks!