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DESIGN
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executable file
·363 lines (361 loc) · 10.3 KB
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Gun x Style - Hyper Shooting
Brainstorm
-Character Action First Person Shooting
-High-tech battle suit
-Mission-based format (Sort of like Strike Suit Zero)
-Multiple suit forms (Out of scope)
-Standard
-Triple ground dash
-Single air dash
-Power Suit
-Slightly bulkier
-Super Armor
-Bangai-O Missiles
-Single Dash
-Single Air Dash
-LEVRAM
-Light Emitting Vector Ram
-Basically a Vector Cannon
-Locks in place
-Super Armor
-Increased shield effectiveness/Decreased meter drain
-Long charge-up time
-Super powerful continuous laser
-Limiters Off
-Devil Trigger
-Denoted by spinning glyph on UI
-Standard suit only better
-Super fast (Near-instant accelleration, increased dodge * command attack speed)
-Triple Air Dash?
-New attacks
-Suit forms activated situationally, can be unlocked for free usage
-Request form auth from command center
-Power suit available vs bosses
-LEVRAM for boss finishers
-Metroid Prime-esque visor GUI
-360-degree visibility via rearview-style overlay(?)
-3D radar showing projectiles and enemies
-Player should be able to survive with the radar alone(!)
-Gravity vector display in center
-Graphic to indicate shield parry timing
-Display using a distance-aware rhythm game-like interface for projectiles
-Bullet hell elements
-Player should be able to avoid all damage with skill
-Shield reflector system
-Shield button
-Hold to activate
-Drains meter constantly
-Initial activation cost
-Mash prevention
-Restore activation cost, negate damage and reset mash prevention on precise activation
-Regen over time
-Non-regenerating health
-Skill/style ranking system (AI- 'Optima'?)
-Player gets hitscan, projectiles and melee
-Enemies get projectiles and melee
-Lots of mobility options
-Dash
-Dash transitions into Virtua On-style leaning Sprint?
-Charge Jump?
-Double Jump
-Wall Run (Dash/Sprint then jump into wall. Angled camera.)
-Wall Jump (Press forward into a wall in mid-air and press jump)
-Wall Kick (Press away from a wall while next to it and press jump)
-Wall Sprint (Press Sprint key again during Wall Run. Camera fully rotated parallel to wall.)
-Fastfall/Ground Pound
-Float mechanic on attack
-Melee options
-Combo
-Stinger (Blastback - Forward/Backward Dash + Melee)
-Roundhouse (Knockdown - Side Dash + Melee)
-Shoryuken (Launcher - Jumping + Melee)
-Divekick (Knockdown - Aerial Stinger)
-Character action state system
-Standing
-Walking/Running
-Attacking (Various)
-Jumping
-Falling
-Damage Stun
-Knockdown
-Launch
-Blastback/Spike
-Wallsplat
-Ground Recovery
-Air Recovery
-Stun meter for player & enemies to determine when they can be damage stunned, knocked down, launched, etc. (?)
-Guns should have a 'moveset'
-Directional dash attacks
-Different behaviour while locked on
-Small amount of distinct weapons
-Dual handguns
-All rounder
-Heavy pistol mode
-Free Aim
-Strong, mid-low fire-rate orb projectiles
-Lock-on
-Mid-high fire rate beam projectiles
-Forward Dash
-
-Side Dash
-
-Back Dash
-
-Rapid-fire SMG mode
-Free Aim
-Hitscan
-Railgun-like trail effect
-Lock-on
-Fast, weak homing plasma projectiles
-Forward Dash
-
-Side Dash
-
-Back Dash
-
-Two-hand rifle
-Shotgun mode
-Free Aim
-Short-range hitscan
-R&C shock cannon-like graphics, average spread
-Blastback at close range
-Lock-on
-Changes colour, narrows spread, +1 pierce
-Blastback at close range
-Forward Dash
-Gunstinger
-Super short-range explosion
-Super high-impact
-Extra blastback
-Side Dash
-Projectile vortex
-Spins clockwise/anticlockwise depending on dash direction
-Back Dash
-'Boomerang' projectiles fire outwards in cone and curve back behind target
-Mild blastback (forward)
-Railgun mode
-Free Aim
-Long-range hitscan
-Beam afterimage fade (screen-space?)
-Visual distortion effect
-Lock-on
-Long-range fast projectile beam
-Will curve somewhat to hit (Unnecessary if lock-on is perfectly accurate)
-Forward Dash
-Double shot, second shot +1 pierce
-Ba-BAM
-Side Dash
-Sustained laser graphic
-Rapid-fire hitscan
-Back Dash
-Multi-hit mid-speed dense beam projectile
-Shoulder cannon
-Plasma cannon mode
-Should be roughly as powerful as the DMC1 grenade launcher
-Free Aim
-Long-range mid-fast projectile, AoE
-Lock-on
-Projectile is smaller, medium homing
-Forward Dash
-Projectile speed increase, smaller AoE, Blastback
-Side Dash
-Two-projectile burst, ~60% damage and AoE decrease
-Back Dash
-Projectile obeys gravity, launches all enemies in AoE
-Devastator mode
-Potential to be seriously OP, should limit in some way. Costs shield meter? Only gun with ammo?
-Fastest style meter proration
-Free Aim
-Mid-range fast rapid-fire projectile with spin-up, small AoE
-RY3NO pre-upgrade
-Knockdown
-Lock-on
-Projectiles get weak homing
-Forward Dash
-Super rapid-fire standard projectile burst, no spin-up
-Side Dash
-Standard fire rate projectile burst, no spin-up
-Back Dash
-Four-projectile burst, no spin-up, extra AoE (Blastback) and damage
-Juggle enemies with gunfire
-Power weapons/AoEs can Knockdown, Blastback and Launch
-Infinite ammo
-Can reload for instant full clip, or switch weapons for a slower recharge
-Lock-on mode to decouple reticle from center of screen
Development Plan
-Basic Test Stage (Done)
-Floor (Done)
-Walls (Done)
-Open space
-Ramps (Done)
-Box to jump on (Done)
-Basic Movement
-Walk (Done)
-Two-axis Mouselook (Done)
-Run (Done)
-Jump (Done)
-Double Jump (Done)
-Dash (Done)
-Base on Doom mod Dash (Done)
-Dash limit + cooldown (Done)
-Advanced Movement Test Area (Done)
-Wall Jump Shaft (Done)
-Wall Run Course (Done)
-Wall & Ceiling Run Course (Done)
-Advanced Movement 1
-Wall Run (Done)
-Wall Kick (Done)
-Wall Run Up (Done)
-Fix mantling over things (Done)
-Code cleanup & rework (Done)
-Comment everything (Done)
-Switch to state machine architecture (Done)
-Advanced Movement 2
-Wall Sprint (Done)
-Rework Boost Dash as wallrun extension (Done)
-Fix wallrun direction (Done)
-Figure out Boost Dash-look direction interaction (Done)
-Fix analog movement (Done)
-Hold dash key to auto-dash out of mantle over (N/A)
-Fast-fall/inverse jump (Done)
-Slide dash (Done)
-Bugfix Slide Dash (Done)
-Fix neutral Dash from DashStop (Done)
-Convert Jump checks into a function (Done)
-Convert Dash checks into a function (Done)
-Drop off wall with crouch key (Done)
-Constant lateral movement during fast fall (Done)
-Camera Pitch / Yaw offset + rotation animation routines (Done)
-Quick Turn (Done)
-Fix mantle softlock (Done)
-Hold dash to wall cling (Done)
-Basic Shooting
-Placeholder gun model (Done)
-Lock-on (Done)
-Shooting FSM (Done)
-Hitscan sparks (Done)
-Breakable Targets (Done)
-Calculate lock-on distance in screen space (Done)
-Stop interpolating aim vector when close enough to target (Done)
-Lock-on retarget on kill (Done)
-Projectiles (Done)
-Explosions (Done)
-Explosion particles (Done)
-Wall scorch from cannon projectile (Done)
-Offset explosion from impact point to prevent damage through walls (Done)
-Further code cleanup
-Read through and fix any messy code
-Target Breaker Demo
-Input Manager (Done)
-Rewrite and properly class-ify FSM (Done)
-Title Screen (Done)
-Menu FSM
-Reuse single animation for state changes (Done)
-Mouse interaction (Done)
-Implement options menus
-Game Options (Done)
-Graphic Options (Done)
-FOV Slider (Done)
-Add SaveManager variable (Done)
-Hook into in-game camera (Done)
-Integrate into manager class somehow (Done)
-Expose methods for scripted FOV control (Done)
-Sound Options (Done)
-Control Options
-Key Rebinding
-Per-weapon switch/refire cancel timing (Done)
-Fix mousewheel weapon switch (Done)
-Buffer in mousewheel movement and switch accordingly (Done)
-FOV change on dash (Done)
-Separate factors per direction (Done)
-Negative change on backdash? (Done)
-Rethink to avoid motion sickness (Done)
-Implement Wall Kick (Done)
-Away from wall + Jump (Done)
-Balance platforming (Done)
-Prevent infinite height gain (Done)
-Limit airdashes (Done)
-One charge from ground jump, one charge from wall jump (Done)
-Nerf upwards wall sprint (Done)
-Replace with upwards lunge (Done)
-Use dash mechanics (Done)
-Allow during downward wall slide (Done)
-Balance Upward Lunge (Done)
-Tweak distance (Done)
-Mesh better with wall sprint test area (Done)
-Fix player yaw at extreme pitch angles (Done)
-In-game UI changes (Done)
-Fade in from black (Done)
-Curved visor UI (Done)
-Fix Title Screen (Done)
-Tweak curved UI (Done)
-Fix screen size scaling (Done)
-Investigate fixing aspect ratio (Done)
-Pause menu (Done)
-Implement based on title screen menu (Done)
-Blur scene using image effect (Done)
-Convert aim reticle / lock radius to UI elements (Done)
-Fix camera LookAt during wall sprint
-Pitch offset during forward/backward dash
-Fix slide dash glitch
-Increase delay after leaving crawlspace?
-Fix wallrun up glitch
-Don't discard raycast hits if both connect
-Fix title screen loading lag
-Timer?
-Callback when scripts are done preparing?
-Reduce wallkick activation distance
-Tutorial Stage
-Demo Stages
-Basic Sandbag Enemy
-Takes damage
-Dies and respawns
-Basic Enemy States
-Standing
-Damaged
-Knockdown
-Recovery
-Blastback/Spike
-Launch
-Wallsplat
-Basic gun placeholders + behaviours
-Pistol/SMG Flinch Damage
-Shotgun Blastback (Close Range)
-Railgun Blastback (Critical)
-Plasma Cannon AoE Launch/Blastback
-Devastator Knockdown
-Decal Manager
-Store references to bullet hole projectors
-Destroy when appropriate
-After timer
-When far away
-When not being looked at
-Melee
-Basic Combo
-Air Combo
-Stinger
-Roundhouse
-Shoryuken
-Three hits on the way up
-Divekick
-Player Damage
-Player States
-Advanced Gun Behaviours 1
-Lock-on attacks
-Advanced Gun Behaviours 2
-Dash attacks
-Test Enemy
-Walking, Jumping, Attacking States
-Player Shield
-HUD
-Rearview
-3D Radar
-Balancing
-Gun X Demo
-Enemy Type Design
-Three variants to start with
-Enemy Type Implementation
-Level Design
-Three simple stages to start with
-Multiple missions per stage?
-Level Implementation