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zfxaction26_1/ROUGH-DESIGN.md
2026-04-21 17:37:04 +02:00

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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:

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