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- 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?