Design Document Space Invader Clone

Game pitch

Deadline - 1 week the 30TH

Genre - Arcade Rogue-Like RPG 

Gameplay Goal

1 - Wave combat system

2 - Bullet hell

3  - Difficult

4 - Addictive

5 - platforming

Goals

Player chooses weapon (start with two choices)

Add a shield system

random level generated parts (ie. not entire generation of levels but varied designs of the levels)

Shield regen system (must hit shots on the enemy to regen your shield)

Energy system

Move delay (mal)

Kill streak (drops if hit)

kill streak score boost

More than one level

Completed Game mechanics

Left & Right (release, pressed, held, etc)

1 - movement

2 - move excel

3 - pivot (i.e.. you don't lose speed right away from the excel of your tank but have a single frame window to keep said speed)

4 - letting go of one direction will cause a breaking effect

5 - pressing the opposite direction from the tank being moved that the tank speeds up breaking

6  - breaking reset if pressed the same direction of the moving tank

7 - moving right or left affect the bullet being shot out

Press up

1 - shoot

2 - ammo consumed

3 - blaster shot sound

4 - hold shooting a firing of ammo is slower than pressing the shots

Other

1 - bullet gravity

2 - bullet Type

3 - bullet Regen

4 - bullet transform

5 - bullet drift

6 - draw ammo

7 - draw health bar

8 - simple enemies

player stats

1 - player HP, HP max

2 - player ammo, ammo max

3 - player movement

4 - move excel

Enemy types

1 - move and shoot

2  - simple grunts (nothing yet)

3 - exploders (charge the player)

4 - Exploder runner

5 - Shielder

6 - bomber

Levels

Kill all enemy levels (wave survive) and survive and time levels.

1 - grunts

2 - grunts and shooters

3 - grunts, shooters and exploder

Notes

Focus on one goal at a time, not every goal at once

Gave me ideas for my game idea Down Cave.

Enemies should work with not against the level design. 1 to 2 enemies introduced a level.

Easy to get lazy when you don't set a time and habit and or get side tracked by adding a cool new thing. A ship without a captian drives in circles.

Easy to get lazy at the end of the day.

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