Bullet Hell Arena Game Design Document/ Notes
Game mechanics
Jumping
Cannot shoot while jumping
Shooting
Ammo
Passive ammo gain
Held down passive firing bullets
Tap fire
Fast Fall
Gravity only applying when airborne
Dash gravity
Dash boosting
Dash cancel
Dash timer reset
Dashing x speed being more than 0 boost start up of the jump
X dashing
Back dashing
Up dashing
Down dashing
Air dashing faster than ground dashing
Number of mechanics
dashing 10
Notes
Dashing (yes dashing needs it's own segment alone)
Dash canceling adds a surprising amount of skill of canceling the dashing (dash canceling does allow the player to recover into the dash state to use it again, rewarding the player for being smart with it)
Dash boosting (holding the direction you boost does add some engaging gameplay elements to the given system)
The more interactions created between the given buttons already for the game mechanics and how they synergize the more they work off each other to create a higher skill ceiling. An example being dash boosting into a dash cancel allows you to turn it into a quick dash, a quick and easy way to gain back the ability to dash.
Dashing has many ways to successfully combo with other movement abilities within the game as of now. The level of depth given to this one game mechanic out weighs the level of depth given to the other game mechanics. There are problems and then there is a new choice; complexity comes from added problems, the new choice brings a new way to use the same tool.
One new problem only being brought to dashing, managing your ability to jump and dash, with dashing being given so many uses that such a mechanic has to be put on a limited leash, however unlike other mechanics will be rewarded for the player when timed properly.
Weapons
Weapons not only need to look different but need to feel different depth wise, how long shots take, how much damage it deals, etc will change how players play with the new arsenal.
Useful mobility combo-ing mechanics so far
Dash boost + dash cancel
dash + dash cancel + dash
Jump + up dash
Dash + jump
L or R + Dash + jump = quick jump
In air + L or R + Dash
Attack combos
Tap up = shoot
Hold up = held fire shots
Potential game mechanics to test
Invincibility frames on dash
Melee damage on dash
Frame Data
Grounded jump = 5 frames
Problems
I haven't played enough bullet hells to make a good bullet hell, the platforming is good for the most part but I have to know the genre better.
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