Megaman X clone Project Bounty Bio Metal

Elevator pitch - what if we combined the movement of Mario with the gunplay of Megaman, took the combos from Zero and made it into a 2D platformer Metroidvania?

Genre - Mega 2D platformer RPG

Megaman platforming

Mario platforming movement

Zero's combo system

Short term Goals

Goal 1 - Introduce the Uppercut Slash

Overarching Goals

8 Bounties

Fun dynamic gameplay

Agile platforming

Bullet hell

Made so far

Game mechanics

1 - jumping

2 - Shooting

3 - sliding

4 - wall jumping

5 - Wall slide down

6 - Melee strikes (1 added)

7 - soft ammo system

8 - ammo regen

Input depth

Space

Controlled 4 frame jump

slide jumping

Left & right key

player facing

Slide pivot

D key

shoot

Delayed shooting

Down key

Slide

Frame data

Melee thrust - 7 frames (might add more)

Jump - 3 frame (can be sped up)

In air fall - 1 frame

Combos

Character archetype

Slide = down key + left or right key

slide shoot = down key + left or right key + shoot

Slide Jump = down key + left or right key + jump

slide jump shoot = down key + left or right key + jump + shoot

Thrust = melee key + left or right key

Air Thrust = melee key + left or right key (in air)

Air slash front = (in air) + melee (might change later)

shoot = shoot key

Description; the player will shoot

run shoot = left or right + shoot key

Description; the player will shoot and run with the distance the bullet start at will change based on player x speed

Shoot in air = air + shoot key

Description; the player will shoot in the air

Shoot hopping = (grounded) + hold jump key + shoot

Description; the player will start jumping and shooting

Shoot run hopping = (grounded) + hold jump key + shoot + left or right arrow

Description; the player will start run jumping and shooting as the player hops and shoots

TBA

Down slash

Uppercut

Jump slash

Back slash

Shield bash

turning

Arch type to use

Zoner = range tools, keeping enemies at a distance

Rush down = aggressive, melee tools

Weapons:

Sword = mid range tool

Pulse Cannon = range

Plans

Bounty 1 - Garrison Gunnery

Level design - based around projectiles, bombs, conveyer belts, planes and mechs.

Enemies - Turret, turret roller, riot shield, mini tanks

Bounty 2 - Biohazard

Level design - acid, biological material

Enemies - plague doctor (throw chemicals; deals damage over time), chemist (explosives, make ammo), doctor (heal allies), rat bot, slime

Bounty 3 - Pyra Winters

Boss power - Dragon's Flame Thrower (slow to fire at first but builds up speed the more enemies you hit and have to keep hitting enemies)

Level design - spitting flames, enemies who set themselves on fire, hot metal falls from above.

Bounty 4 - Lord Death

Boss power - Scythe and Skulls

Level design; a cyber graveyard, skulls, zombies, vampires, etc.

Gameplay loops

This combines the gameplay loop of Zero and X from Megaman X8 and Mario movement to make this gameplay style.

Combat

1 - Run

2 - gun

3 - jump

4 - melee

5 - collect abilities

6 - level up

7 - find abilities

8 - repeat

Notes

Combining more gameplay elements has made me take up more time when trying to develop this. I might need to cut back on how ambitious I should be unless I work more hours.

I'll still try to be ambitious however.

Design philosophy

The design philosophy will be made into multiple parts to explain/ understand my approach.

Combos

Combos will be made simple in form for the player to perform and complex combos will be rewarded to a greater degree by the gameplay.

The simple combos will teach the player the basic controls and ways of playing with the slow introduction to more combos and styles of play to use from said combos.

Each combo will serve it's own purpose for combining in use in gameplay.

Uppercut slash will teach the player to use the slash attack going up as not only a way to deal damage but as a way to traverse up.

Down Slash will teach the player to bounce off of items at precise timings and to stay airborne.

Side thrust will teach the player to traverse going to the side

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