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2 Gameplay

FrancPS edited this page Jun 3, 2021 · 56 revisions

CORE GAME PILLARS

  • Character switching
  • Enemy hordes
  • Improve skills

GAME MECHANICS

PLAYER CHARACTER SKILLS

  1. Character Switch: Change from Fang to Onimaru and viceversa.
  • FANG
  1. Movement: Fast speed.
  2. Shoot: Dual handguns. High damage / Low Firerate / Hold to fire.
  3. Dash: Moves forward fast. Long Distance / Low Cooldown / Dashing through enemies damages them.
  4. Crowd Control: PEM in an area. Stun / Damage increase to enemies / Long Cooldown.
  5. Special: TBD.
  • 0-NIMARU
  1. Movement: Slow speed.
  2. Shoot: Machinegun. Low Damage / High Firerate / Hold to fire.
  3. Shield: Semicircle shield (90º): Medium duration / Move slower / Return damage blocked in a cone (90º) / Medium cooldown.
  4. Crowd Control: Forward energy blast that push enemies backwards. Cone / Long / Low damage / Enemy movement reduction / Long cooldown.
  5. Special: TBD.
  • Controls

Movement: WASD / Left Joystick
Aim: Mouse / Right Joystick
Shoot: LMB
Dash/Shield: RMB
CC: Q
Special: E

ENEMY SKILLS

  • GRUNT
  1. Movement: Slightly slower than Fang.
    2.1. Melee Attack: 10% health damage (Only melee Grunts).
    2.2. Ranged Attack: (Only ranged Grunts).
  • SPECIAL
  1. Movement
  2. Attack Ranged:
  • COLOSSUS
  1. Movement
  2. Attack:

ITEMS & POWERUPS

Four collectibles can be found hidden thoughout each Level. They are called "Upgrade Cells". When finding all 4 Cells of one level, both Fang and Onimaru will recieve a permanent upgrade in one of their skills, that can be accumulated though the following stages of the game. This upgrade is recieved at the moment the last Cell is found.

  • Level 1 Upgrades

    • Fang: Dash hurts enemies that it touches.
    • Onimaru: Shield bounces bullets.
  • Level 2 Upgrades

    • Fang:
    • Onimaru:

PROGRESSION & CHALLENGE

GAMEPLAY FLOW

Level 1


UI

GAME MENUS

HUD

General View

Character Switch

Life + Cooldowns

  • Loosing life + Hurt overlay
  • Recovering Life
  • Skill Cooldown
  • Skill Duration

Dialogues + Tutorials

9. Tutorials and Powerups

DIALOGUES

(Find the dialogues text in "World Bible" page)
Each dialogue popup is represented by the name and portrait of the talking character and its lines inside a textbox.
If the same character says multiple lines, these might be divided in separated textboxes.
The following example would be printed in 2 textboxes, one after the other, in the same dialogue popup.

Fang:

Hello!

Fang:

How are you?

1. Intro Cutscene

The intro cutscene will be played from a video stream, so the dialogues here will not have to be scipted in the engine.
This video will be generated using Maya rendering.
During the cutscene, there must appear an in-game SKIP button, that leads to the moment indicated in "World Bible" page.
At this moment the game starts and the 1st tutorial (Fang Skillset) appears.

2. Tutorials

The tutorials appear at the upper center of the screen.
After a tutorial appears in the screen, the game time should be stopped, so the player or enemies cannot move or shoot, and the animations are paused, etc. (The time stops after the sliding animation of the tutorial window.)
The game time reactivates at the moment the player inputs the key to close the tutorial (spacebar). (The time reactivates before closing the window, to be able to perform the close button and sliding animations.)

3. Dialogues

The dialogue windows will mostly appear during cutscenes.
Even so, some short dialogues will appear during some parts of the game (when finding an Upgrade or after some combats).
These dialogue windows will not block the game time, as they appear in "resting phases" of the gameplay.
The player should be able to advance though them and close them using the spacebar, while playing normally.

4. Upgrades

The Upgrades windows appear in the same place as the Tutorials, but behave like Dialogues (they do not stop time).


LOSING

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