Project Name - Heaven's Trigger

Genre - Speedrun FPS 3D platformer

Assets needed - simple shapes, nothing fancy, cheap placeholders

Levels - simple colors, simple levels

Game mechanics

1 - demons (simple colored enemies)

2 - exit that only opens up once all the demons in the level are dead

3 - demons have HP and get hit by bullets

4 - players can be swapped between

5 - timer for levels

6 - player time and medals to collect for said times (said times go down to the milliseconds)

7 - player can look at the time they got for the level before they go in

8 - show how many times the player played the same level over and over.

Player mechanics

1 - Shooting

2 - pick up weapon cards by walking over it

2 - 1 - max number of weapon cards allowed in hand are 2

2 - 2 - player can switch which weapon card they're holding

2 - 3 - switching weapon cards in hand

2 - 4 - the last weapon card you step on will replace the one you are holding

2 - 5 - the max number of the same cards you're allowed to hold in hand at once is 3. 

2 - 6 - picking up the same weapon card will give ammo and put another weapon card of that type in hand

3 - 6 HP hearts

4 - weapon card discard, create an object in the environment.

5 - jumping

6 - (passive); killing demons give a small speed boost for a couple seconds

7 - (passive); speed boost on the water

8 - (passive); if the player bullets hit the enemy bullets give a small speed boost for a couple seconds

Players to choose from

No player model needed

1 - Rusty

Special abilities; starts with a sword card

2 - Rosia

Angel ability; immune to explosion damage

3 - Jack

Angel ability; can double jump

4 - Whisper

Angel ability; start with a bow

5 - Saul

Angel ability; start with a shield

6 - Hank

Angel ability; start with two revolvers

7 - Kaboom

Angel ability; start with a sticky bomb launcher

8 - Yama

Angel ability; can climb walls

Input actions

Spacebar = jump

Mouse 1 = (shoot/interact with menus)

Mouse 2 = discard

WASD = player movement

Q = switch weapon card in hand

Weapon cards

Bullet type; object based, not hits scan.

Once ammo runs out for a soul card it swaps to your next usable soul card

0 - Fist

Ammo; 20

Mouse 1; deals 0.5 dmg, shorter range the sword; if you hit a projectile with your fist; you go faster than if you were to hit it with your sword and longer speed duration

Mouse 2; none

Note; once out of ammo, the player dies

Note 2; once the player is out of soul cards it defaults to their fist

1 - Pistol

Ammo; 6

Mouse 1; single shot (fires a red bullet, deals 1 dmg)

Mouse 2; discard card, create a spring where the bullet makes contact with

2 - Shotgun

Ammo; 3

Mouse 1; spray multiple shots (each pellet deals 1 dmg)

Mouse 2; discard card, make a blue arrow where the bullet makes contact with

3 - Shield

Ammo; none

Mouse 1; bring up the shield, get push back, when in the air bullets push you back further

Mouse 2; discard card, drop a green shield

Sticky Bomb Launcher

Mouse 1 (release); fire sticky bombs (deals 1 dmg when it first goes flying through the air)

Mouse 1 (hold); the bomb goes a further distance

Mouse 2; discard the sticky bomb launcher and denotate the bomb

Note; max amount of sticky bombs allowed, 6 out at once

4 - Bow and Arrow

Ammo; 6

Mouse 1 (hold); increase the distance the arrow goes

Mouse 1 (release); fire arrow

Mouse 2; discard and destroy said arrow and teleport where you fired the arrow

5 - Sword

Ammo; 10

Mouse 1; when the bullet hits the hit box, send the projectile right back and faster. When you parry, you go faster.

Mouse 2; discard, go the direction the sword is aiming

6 - Ammo card

Pickup; once picked up, restores ammo to the gun in hand

Object properties

Said objects can overlap the same space

Spring; once the player makes contact with the spring, launch into the area and destroy the spring

Arrow; once the player makes contact with the arrow, launch into the Z direction of the arrow.

Arrows are affected by gravity.

Shield; the shield becomes a wall the player can step on

Denotated bombs; once the bombs blow up, the explosion kills surrounding demons. The bombs aren't set right away, it takes half a second for the bomb to set before you can blow it up

Enemies

1 - Grunt Demon

Color; black

shoot; fires a purple bullet every 6 seconds at the player

HP; 3

2 - Rocketeer Demon;

HP; 10

Color; teal

Shoot; fires a light blue bullet every 5 seconds

3 - Archer Demon;

HP; 5

Color; red

Shoot; fire an arrow

4 - Shield demon;

HP; 3

Color; green

Placement; place shield in front of the direction facing the player, the shield turns off and on every 5 seconds

5 - Sticky Bomb Launcher Demon;

HP; 6

Color; orange

Shoot; fire a sticky bomb trap, trigger if the player is near, launch the player into the air if successful when hitting the player

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