UVASGD / fall-2017-dusk-patrol

fall-2017-dusk-patrol created by GitHub Classroom
4 stars 0 forks source link

[DESIGN] First Level–Atmosphere, enemies, boss #5

Open jherd23 opened 7 years ago

jherd23 commented 7 years ago

Does what it says in the title.

May not be discussed too much at the meeting (9/16), but think on it over the next week, and plan to have ideas for the next meeting (9/25)

GOAL: Have preliminary ideas done by start of meeting on 9/25, so that other teams can collaborate and begin work from them.

cz8xa commented 7 years ago

Time travel bar will increase over time, possible power ups that may help to refill the bar.

Time travel bar will start empty after ocean environment becomes red, will begin with simple wave pattern enemies to allow player time to fill up initial bar and experiment with it.

1st level same alien enemy ship throughout level with around 5-6 enemies in each wave pattern.

Enemy ship patterns (Possible enemy spawn pattern order: 1,2,3,2,1,3,4 from patterns listed below)

  1. (zig zag pattern) Ships spawn down middle of screen and all concurrent ships follow the movements of the first ship spawned. Once all ships are spawned on screen, leader ship starts to move left/right and goes from side to side of the screen in a downward diagonal pattern.
  2. (spiral/ladder pattern) Ships spawn down top of screen, all ships follow the lead ship. Ships move diagonally downwards from right to left or left to right and once they move off the side of the screen, the ships will reappear from the opposite side and continue to move diagonally downward.
  3. (V formation pattern) Ships spawn down middle of screen where lead ship moves straight downward but the 4 ships behind it slowly spread out from the middle with 2 to the left and 2 to the right until they reach the sides of the screen. Enemies then continue down in a V formation.
  4. (loop de loop pattern) Ships spawn down from top left/right corner and move in a loop across the screen until reaching the other side of the screen. After reaching other side of screen, the ships will then move diagonally downwards in the opposite direction and do a loop before reaching the other side of the screen. Ships will continue this pattern until bottom of screen.

1st Level Boss

Screen length needs to be increased if enemy and player model ships stay the same size

Different buffed enemies (just an idea for now):

  1. Green: ships have more health
  2. Red: ships bullets are stronger
  3. Blue: ships move faster
jherd23 commented 7 years ago

Done, but leaving up for easy access