Downwell clone design document

key words

niy = not implemented yet

gtr = going to remove

Genre (new made up genre Downwellia)

2D action platformer rogue-like bullet hell RPG

Breakdown of the genre;

2D platforming

Many bullets and hell like difficultly

RNG levels (14K pixels long)

Genre lite elements

RPG

Combat system

1 - Fast

2 - nimble

3 - aggressive, always on the attack

4 - precise timing playstyle

5 - Execution combos

Goals

RNG perks

Different melee hit boxes

Make crystals important.

Alternating kicks

Jump parry

Background pixel art made

Work on cave art

Add different gun types

Boss fights

Scurry melee (closer the enemy, the faster the attack for the melee)

code

scurryMeleeSPDin = 2;

scurryRange = 2;

//when falling

if (self.y > enemy.y-(vsp) && self.y > enemy.y){

         scurryMeleeSPD = scurryMeleeSPDin;

}else{

   //reset melee speed up code

   scurryMeleeSPD = 0;

}

Gunsmith teleports you a gun

Execution combos

parry bullets extend life timer of the bullet

kicking and pushing against the wall produces a kick off of the wall. (wall kick down)

To the side of enemies you can kick grounded or in the air

enemies flinch when hit

Give different bullet types/ enemy types (besides simple)

Artifact system (player can only hold one, gives a boost)

Story

Originally the cave opened up for finding more fungus for cancer research.

Instead found something worse hidden underneath.

Game Mechanics Accomplished

Inputs - 3 in total

left depth = 6 (move left, air move speed left, speed up shooting, excel move speed left (air and ground), falling faster)

right depth = 6 (move right, air move speed right, speed up shooting, excel move speed right (air and ground), falling faster)

Space depth = 26 (1. hold, 2. melee, 3. parry, 4. perfect parry, 5. reset grav excel, 6. stagger fall, 7. controlled jump, 8. held fire, 9. tap fire, 10. cancel kick, 11. falling boost bullet speed, 12. parry bullets gained, 13. bullet exit distance extended further out, 14. when releasing space when going up the distance increases slightly, 15. when shooting the air move speed slows down, 16. touching the ceiling remove the slow down affect, 17. tap space for melee only now, 18. bonk head when jumping and hit head on ceiling, 19. when you melee and make contact with the ground that a melee hit box is squished across the ground, 20. speed up melee hit, 21. triple melee hits, 22. melee-ing the ground removes landing lag, 23. kick off enemies from above now!, 24. hold kick off enemies, 25. melee restore ammo, 26.Whiffing moves affect current melee, 27. melee hits have an overstuff gun affect (niy))

No input = 1 (1. land on enemy to reload, 2. time gated upgrades (yes a stolen concept from Dead Cells but effective))

3. bullet hitting the player and influencing the player vertical movement

4. eye frames

5. getting hurt while shooting = you stop shooting

6. decreased HP = more eye frames

7. 8 random variables

8. HP affect fall speed

9. Landing lag

10. enemy perception range for when to act

11. landing lag influenced by ammo amount

12. more ammo fall faster.

13. shop (1 item so far)

14. gems added

15. Not killing enemies affect future level generation

16. killing enemies speed up players

17. Sound options

18. Options

19. Ammo affects grav excel

20. Killing enemies make you fall faster (only in air)

21. Hitting enemies with melee boost ammo back up

Core mechanics

1. melee/ kicking

2. shooting

3. falling

4. jumping

5. RNG levels

Frame data

Basic melee hit

perfect parry 0 to 1 frame

Parry state 3 frames

End lag 6 frames

Total frames 11 (doubles after parry frame if you miss making it 19 frames instead)

Shoot kick

To shoot 5 frames

kick off

3 frames

jumping

10 frames (note to self, speed up)

landing

10 frames

UX

Everything put off to the side on the right.

Ammo

represented by real bullets, made big, etc.

Play with idea of different ammo looks for different guns.

HP

LV generator

Mutation system

Other blocks can spawn off blocks / objects

The world set and then an event spawns off. 

Change LV design to further distance between for blocks to spawn for vertical level design.

Side sections as safe spawns

A side section of un breakable blocks with a 4 out of 21 chance.

19% chance every block spawn, must decrease odds by more to decrease the odds of it consistently spawning.

gem spawn

Drawing certain items outside the video of the camera due to it not being on the screen.

Shop perks

Kaboom! - when hit with a melee you explode!

Design notes

Check for image index = slow (have to use check events to stop image from changing to make this useful)

The change of controls to 3 buttons instead and make the shoot button be your only way to attack rewards/ encourage the player to be aggressive versus the old system

Most added mechanics are built around your shooting

The more depth makes said combat harder.

Added landing lag; slows down the game a bit too much

Adding a kick off mechanic and other tempo increase mechanics does speed up the game by a lot. Perhaps lower HP and ammo to make it riskier?

Also for fast gameplay, make levels longer.

Bigger bullets = more readable

Don't be lazy so testing can go smoothly.

The more game mechanics the harder to master said game.

This went from a clone to it's own thing, huh.

Must go more in depth with gameplay

Levels

LV 1 - 30 to 40s to beat

Shop - 1 shop choice

Game Music

Bad ass, thrilling piano music

Sound Effects

Using musical typing for some sound effects.

1. Two gun sound effects

2. Fantasia 2 musical typing less than a second sound effect.

Art style

Lovecraftian horrors

Monsters

Enemies

Grunts - move left and right

Spiky - move, spikey top protect

Turtle - protect top from bullets

Turret turtle - same as turtle but can shoot

Turret - shoot up (added)

Turret grunt - shoot up move left and right

Game loop

Each letter is a path

0 - All - Pick weapon

1 A - Fall, 1 - B jump, 1 - C land

2 AB - Shoot, 2 C - reload

3 AB - land, 3 C - shoot, 1 D - melee

4 ABC - collect crystals

5 ABC - kill enemies, 2 D - melee, 3 E - parry

6 All - break blocks

7 All - get crystals to HP drops from broken blocks

8 All - complete level

9 All - pick perk

10 All - Shop

Repeat

Import notes

Make a video showing off said mechanics

Level study data

test - number of enemies  - LV
1 - 32 - 1
2 - 26 - 1
3 - 23 - 1
4 - 31 - 1
5 - 34 - 1
6 - 31 - 1
7 - 29 - 1
8 - 29 - 1
9 - 19 - 1
10 - 19 - 1
11 - 25 - 1
12 - 32 - 1
average 27.5 average

GM code
ammoCrammed
//
if (ammoCrammed < kills ){

}

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