tech design
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ROUGH-DESIGN.md
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ROUGH-DESIGN.md
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I plan to participate in a gamejam, duration of one month. I want do do a side scrolling shooter in godot. Since the game jam topic is not yet known, I can't do a proper content design. But I can prepare a systems design. Please create a DESIGN.md page with my topics, and keep as many options open for when the final topic is known, so it can be customized. Here's what I want:
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# Level
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- multi-layered background parallax scrolling (without collision)
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- interactive elements layer
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- multi-layered foreground parallax scrolling (without collision)
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- repeating
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- might change as level progresses, need proper transition
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- fixed camera path, varying speed
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# Enemy Types
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- consist of composed sprites, each with an own behavior
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- A behavior can be one serial or many parallel sequences of events (traverse position/orientation path, fire a projectile, etc.)
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- either spawned and move freely, or part of the interactive elements layer of the level
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- may belong to a cluster
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- may spawn a collectible when destroyed
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# Enemy Clusters
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- contain of several instances of several enemy types, spawned at different intervals
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- destroying all enemies of a cluster awards points
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# Colllectibles
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- Add points
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- Primary weapon (fill empty slot, otherwise replace current slot)
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- Secondary weapon (replace)
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- Clear screen
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- Shield charge
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- Special weapon ammunition
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- Squadron mate of a specific type
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# Hero
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- Has a level, influencing primary weapon
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- Collects points, point thresholds cause level up.
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- Has fixed number of primary weapon slots, player can toggle current primary weapon
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- Has initial number of shield charges (3). Getting hit reduces by one, leveling up increases by one.
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- Dies when hit without shield charges
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- Contains a max amount of squadron mates (4)
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- Keeps collectibles at the end of a mission, begins next mission with kept collectibles
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- Loses all collectibles on death
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- Has 3 retry counts for rebirth after death. Game over when exhausted.
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# Squadron mates
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- All of them are of the same type, the type is determined by the last collected one.
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- Maintain relative position to another squadron mate depending on type
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- Collide/consume with enemy particles, taking no damage
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## Types
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- Hug: close together on hero's nose
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- Orbit: circular motion around hero, mate id is phase offset
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- Line-Formation: equidistant formation on top and on bottom of hero
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- V-Formation: equidistant formation on back/top and on back/bottom of hero
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- Follow: fly towards front of oldest enemy on screen
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# Heros and Squadron mates
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- Fire current primary weapon forwards
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- Fire secondary weapon to another direction
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# Primary weapons
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- infinite ammo
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- many/fast/weak or few/slow/strong ballistic, constant speed
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- Flying only forward or seeking nearest enemy
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- Laser, appear/disappear filling entire row
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- Grenade cluster, fires fast, gets slower, big explosion on stop
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- Possibility to collide and consume enemy projectiles
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# Secondary weapons
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- infinite ammo
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- Always fire forwards
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- Projectiles don't collide with enemy projectiles
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- Fire additional projectiles depending on type
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## Types
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- Fire upwards if on top screen half, or downwards if on bottom screen half
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- Fire upwards towards positive diagonal if on top screen half, or downwards towards negative diagonal if on bottom screen half
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- Fire backwards
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# Special weapons
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- Can be chosen in shop
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- Have initial ammo, may be replenished by collectible
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## Special weapon types
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- Bomb (gravity does its thing, explode once on impact). Lots of ammo.
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- Crawler (gravity does its thing, crawls forwards following terrain contour, explodes once on enemy impact). Moderate ammo.
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- Napalm (gravity does its thing, huge horizontal spread and 1s burn on impact). Moderate ammo.
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- Black Hole (3s invulnerability period, pull enemies, destroyed upon impact with player). Few ammo.
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# Game loop
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- Logo, intro choreo, can be skipped
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- Menu (start/controls)
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- Mission loops
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- Rebirth retry / Game over / Normal victory / Secret victory choreo
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- Highscore
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## Mission loop
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- Shop for choosing one special weapon type for the next mission
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- Queue mission specific music, play mission specific intro choreo
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- Fade to actual gameplay
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- Queue boss music, play boss specific intro choreo
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- Mute music and play boss destruction vfx
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- Queue victory music, play generic mission outro choreo and fade out
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