Downwell Clone Project
Animations needed
Falling
Shooting
Stomping
Character design
What kind of design would a gun boots character have?
Big boots
Strong
Sturdy
rabbit
big ass
big legs
cave lantern
Jumping
falling
shooting
melee
Stomping
Game Mechanics so far
Jump
Shoot
stagger falling
run
ground and air speed change
Shoot timer
Attacking states
Melee (and holding down the melee button makes it stronger), letting go of the left hold button now releases the melee action
Quick melee boost up
Quick melee fall down
Ammo affect velocity
Pivot movement
Gravity and grav excel
Landing Lag
Enemy shoot
Weapon weight
Stomp
Stomp speed
Stomp dmg when stomping
Upgrades (movement boost when dmg’d, gain HP when combo 3 or more is reached, being hurt gives you ammo!)
Graze (basically near a bullet or enemy while falling you gain ammo! More risk = more reward!)
Armor (armor affects falling but is also useful for avoiding your HP from being damaged)
Temporal slow down fall
Fall speed up shoot
Velocity affected reloading at 1% of applied newtons (gs) = ammo recovered.
Falling affects ammo being spent on melee attacks, can be gotten for free but will reset your speed.
Eating
Some weapons have their own hold condition; Umbrellas will slow your fall but also your horizontal movement when trying to fall down, chain and ball will speed up your fall, etc.
Joyride upgrade added, graze enough bullets you get HP back.
Combo reducing ammo consumption
Combo speeding up shoot timer
Directional melee attacks; L + R = down, L = left melee, R = right melee
Combos fill up your gun more
Bullets don't consistently shoot straight (will add a timing affect for shooting) also rng for slight change to bullet position.
Landing affects recoil
Gravity affects recoil timer and recoil timer length.
Melee attacks add to the combo not just landing on enemies (need to fix the landing on enemy part still for updating the combo)
Update timer for events I want handled that I don't want happening every frame
Overcharge gun (if player falls a long distance they overcharge their gun)
Air Reload upgrade
Going into free fall shoot mode removes that buffer fall but allows no recoil to build up and helps make your next shot cheaper.
Enemies
Amount of enemies added; 9
Jump grunt
drop beast
tendril
shooter
Floating (can't be shot at, must land on and will hit from the side)
Floating Shielded (makes an area that shields from bullets forcing you to land on it first before keeping on going down)
Chomper (mouth closed can stomp but not shoot, vise versa)
Windy (shoots gust of air)
landmine spitter (temp landmines that disappear after a while. Then shoots them again.) (not added yet)
Cave worm (puke it's temp trap)
Worms (pop from the ground)
Shooter worm (pop from ground, shoot and pop back into the ground!)
Floating spiker (sends spikes out while floating) (not added)
Spiker (shoots spikes up from the ground)
Will add later (maybe)
Jump stagger
Shield
Hold down melee attack then release
left and right + shoot = rapid fire
Hold = stronger shot
Artifact items (umbrella slow down fall when not moving left or right, iron ball and chain speed up player falling, drone for shooting)
World slow down when hit
gun cost more to shoot, melee cheaper
different melee weapons have their own mini combo list
Holding left and right will charge your next attack.
Playstyle difference
11 different playstyles I've added. The most rewarded play style is combo, thrill seeker and melee. The idea of a vertical style gameplay based around a rushdown playstyle.
Stomper
Stomping is based around landing on enemies, chaining the landing—on and striking with your feet.
Melee
Melee build is based around not losing speed and hitting enemies with your melee attack, this is for not slowing down/ not having to land and destroying blocks below you.
Melee has other forms of utility you can use it for depending on the melee weapon you pickup.
Combo
Combine melee and landing for added movement tech. Same with other interactions. Now synergizes with trigger happy. Combo now synergizes better with any playstyle that uses ammo.
Gunner
Focus on gun heavy gameplay and not rely much on melee.
Stomper
Quick stomping gameplay where you’re being fast and aggressive.
Thrill Seeker
You choose to be close to enemy bullets and enemies while falling for maximum benefit! Thrill Seeker has synergy with every build. Being near danger gives you such an adrenaline rush that you get HP back.
Anvil
Comments
Post a Comment