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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