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