very early prototype of a spaceshooter in SFML
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IDEAS.md 1.4KB

  • gameobject:

    • has associated groundspace
    • can spawn new game objects with timers
    • player, enemies, powerups, bullets(?)
  • groundspace

    • limits players area to move, over bounds -> game over
      • everything else may leave groundspace
    • circular, fades out after time
    • size & timeout depends on associated enemy HP
      • overrideable
      • some helper spaces stay indefinitely
    • idea: multiple floors: player falls down -> parallax layers rotate
  • enemies

    • spawn new enemies after time in patterns (dependend on HP?)
      • spawn in semirandomized direction (not backwards), buffered by current groundspace
    • types:
      • stationshooter (different patterns -> colorcoding)
      • (shooting)follower: always facing player (different speeds?)
      • fastmover:
      • grower: fast to kill but grows until dead
  • player actions

    • primary & secondary gun (fast/slow bullets?, raygun?)
    • speed boost: cost: attracts other gameobjects
    • make room: grow distance & size of gameobjects
    • slow bullet that creates groundspace around it
  • level

    • based on patterns spawned by enemies
    • maybe: not random patterns but predefined selection per level
    • increasing difficulty:
      • incresing angle of random nextspawn vectors
      • reduced groundspace per spawn
      • faster groundspace timeout
      • faster spawn rate
  • powerups?