Downwell Clone Project

 Animations needed

  1. Falling

  2. Shooting

  3. Stomping

Character design

What kind of design would a gun boots character have?

  1. Big boots

  2. Strong

  3. Sturdy

  4. rabbit

  5. big ass

  6. big legs

  7. cave lantern


Core gameplay elements
    
  1. Jumping

  2. falling

  3. shooting

  4. melee

  5. Stomping


Game Mechanics so far

  1. Jump

  2. Shoot

  3. stagger falling

  4. run

  5. ground and air speed change

  6. Shoot timer

  7. Attacking states

  8. Melee (and holding down the melee button makes it stronger), letting go of the left hold button now releases the melee action

  9. Quick melee boost up

  10. Quick melee fall down

  11. Ammo affect velocity

  12. Pivot movement

  13. Gravity and grav excel

  14. Landing Lag

  15. Enemy shoot

  16. Weapon weight

  17. Stomp

  18. Stomp speed

  19. Stomp dmg when stomping

  20. Upgrades (movement boost when dmg’d, gain HP when combo 3 or more is reached, being hurt gives you ammo!)

  21. Graze (basically near a bullet or enemy while falling you gain ammo! More risk = more reward!)

  22. Armor (armor affects falling but is also useful for avoiding your HP from being damaged)

  23. Temporal slow down fall

  24. Fall speed up shoot

  25. Velocity affected reloading at 1% of applied newtons (gs) = ammo recovered.

  26. Falling affects ammo being spent on melee attacks, can be gotten for free but will reset your speed.

  27. Eating

  28. 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.

  29. Joyride upgrade added, graze enough bullets you get HP back.

  30. Combo reducing ammo consumption

  31. Combo speeding up shoot timer

  32. Directional melee attacks; L + R = down, L = left melee, R = right melee

  33. Combos fill up your gun more

  34. Bullets don't consistently shoot straight (will add a timing affect for shooting) also rng for slight change to bullet position.

  35. Landing affects recoil

  36. Gravity affects recoil timer and recoil timer length.

  37. Melee attacks add to the combo not just landing on enemies (need to fix the landing on enemy part still for updating the combo)

  38. Update timer for events I want handled that I don't want happening every frame

  39. Overcharge gun (if player falls a long distance they overcharge their gun)

  40. Air Reload upgrade

  41. 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)

  1. Jump stagger

  2. Shield

  3. Hold down melee attack then release

  4. left and right + shoot = rapid fire

  5. Hold = stronger shot

  6. Artifact items (umbrella slow down fall when not moving left or right, iron ball and chain speed up player falling, drone for shooting)

  7. World slow down when hit

  8. gun cost more to shoot, melee cheaper

  9. different melee weapons have their own mini combo list

  10. 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

If you're good at falling fast then this build, I have made this synergize with thrill seeker! Fall fast graze faster!

Glutton
If food is added or remembered to be added; basically eating help benefit Anvil, thrill seeker and combo along with melee.

Fancy Pants
Using Umbrellas, pocket watches, etc. Tools meant for a gentleman or fair lady with grace and elegance but lack that gem high.

Trigger happy
Love shooting, shoot, reload in air, combo freak? Reload time then!

Cloud foot
Floaty or outright easily move side to side with no pivot time between.

Parry foot (might add)
Anti-synergy with anvil, thrill seeker, stomper, gunner and combo. Outright parry an attack but at the cost of resetting your combos and follow up attacks not being as powerful.

Games that inspired this project
Downwell of course and White Knuckle.

Now I'm not going to add different gun boots having different stamina bars like White Knuckle (maybe).

However the challenging nature of a slow death march towards the player along with having to learn how to effectively use your tools as you traverse the level is quite fun. Not just that limiting player info (which I plan on doing later)

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