tech design
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28
DESIGN.md
28
DESIGN.md
@@ -195,6 +195,10 @@ Persistent pickup rule:
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- The hero keeps collectibles at mission end.
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- The hero loses all collectibles on death.
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Squadron mate rule:
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- If the collectible matches the current type, increase mate count (capped at max)
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- Otherwise change the current type
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## Hero
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The hero is the player's main actor. It owns mission-persistent inventory and mission-local survival state.
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@@ -236,8 +240,8 @@ Rules:
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- All active mates use the same type.
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- The type is determined by the last collected squadron mate pickup.
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- Mates maintain relative position according to type.
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- Mates collide with and consume enemy particles.
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- Mates take no damage from consuming enemy particles.
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- Mates collide with and consume enemy projectiles.
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- Mates take no damage from consuming enemy projectiles.
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Changing squadron mate type should preserve count and replace formation behavior. The visual style can change with the final topic.
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@@ -262,7 +266,7 @@ Line-Formation:
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V-Formation:
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- Mates form equidistant positions behind and above or behind and below the hero.
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- Useful for broad forward coverage.
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- Useful for tight maneuvers.
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Follow:
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@@ -282,7 +286,7 @@ Firing ownership matters for balance. Each shot should know whether it came from
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Primary weapons have infinite ammo and are influenced by hero level.
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Primary weapon families:
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Primary weapon properties:
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- Ballistic many-fast-weak shots.
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- Ballistic few-slow-strong shots.
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@@ -324,16 +328,13 @@ Special weapon types:
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- Bomb: gravity affects it; it explodes once on impact; lots of ammo.
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- Crawler: gravity affects it; it crawls forward following terrain contour; it explodes once on enemy impact; moderate ammo.
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- Napalm: gravity affects it; it creates a huge horizontal spread and 1 second burn on impact; moderate ammo.
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- Black Hole: grants 3 seconds of invulnerability, pulls enemies, and is destroyed upon player impact; few ammo.
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- Black Hole: grants 3 seconds of invulnerability, pulls enemies which are destroyed upon player impact; few ammo.
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Terrain interaction should be optional per mission. Missions without solid terrain can still use Bomb and Napalm with screen-bound impact rules, while Crawler may be disabled in that mission's shop.
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## Enemy Projectiles And Particles
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## Enemy Projectiles
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Enemy offensive objects should be separated by gameplay role:
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- Enemy projectile: damages the hero, may be consumed by eligible primary weapons.
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- Enemy particle: can be consumed by squadron mates without damaging them.
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- Enemy projectile: damages the hero, may be consumed by eligible primary weapons or squadron mates without damaging them.
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- Enemy hazard: part of interactive level content, may damage the hero and may ignore projectile-clear effects.
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This separation allows the final topic to change visuals without changing collision rules.
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@@ -348,7 +349,6 @@ The shop can later support:
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- Showing mission hint text.
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- Showing currently kept collectibles.
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- Locking special weapons that do not fit the mission.
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- Secret victory requirements.
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The first implementation should stay small: choose one special weapon, confirm, enter mission intro.
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@@ -363,13 +363,13 @@ Top-level flow:
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5. Rebirth retry, game over, normal victory, or secret victory choreography.
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6. Highscore.
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Choreography means an authored non-interactive or lightly interactive sequence. It may move actors, play animations, change music, show text, or transition scenes. Choreography should be skippable where appropriate.
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Choreography means an authored non-interactive sequence. It may move actors, play animations, change music, show text, or transition scenes. Choreography should be skippable where appropriate.
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## Mission Loop
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Per-mission flow:
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1. Open shop for choosing one special weapon type for the next mission.
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1. Show next mission details and open shop for choosing one special weapon type for the next mission.
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2. Queue mission-specific music.
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3. Play mission-specific intro choreography.
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4. Fade to actual gameplay.
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@@ -460,8 +460,6 @@ Run-ending highscore state:
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- Player name or initials.
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- Score.
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- Mission reached.
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- Victory type.
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- Optional modifiers.
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## Testing Strategy
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