tech design

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2026-04-21 17:37:04 +02:00
parent 126b6fdd58
commit ed703d91f4
3 changed files with 118 additions and 15 deletions

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