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Merge pull request #5 from campenr/feature/second-enemy
Feature/second enemy
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# Design Notes | ||
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General design notes for radius-game. | ||
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## Overview | ||
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Pitch: Gradius x noita wands (other games have similar mechanics but thats the only one I know by name). | ||
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## Weapons | ||
- base weapon is simple | ||
- can add effects to the weapon to modify its behavior | ||
- set number of slots i.e. 10? 20? | ||
- effects inlcude: | ||
- multiplier: increases number of firing nodes | ||
- speed: increases speed of projectile | ||
- rate: increases rate of fire | ||
- size: makes projectile larger | ||
- explosive?: projectile explodes after a certain time | ||
- sequential?: projectile spawns more projectiles after a certain time | ||
- status effects?: projectiles apply different damage types | ||
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## Spawners | ||
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- set spawner node locations | ||
- each node can be used as a target for instancing an enemy spawner that spawns a particular enemy | ||
- for a configured amount of time / configured rate | ||
- define in a cfg file for easier customising of enemies | ||
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## Levels | ||
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- levels are just a sequence of enemies spawned at given nodes after certain delays | ||
- each level ends with a big boss | ||
- define in a cfg file to allow easier writing / tweaking of levels |
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[Enemy1] | ||
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base_speed=150 |
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