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2 Gameplay
- Character switching
- Enemy hordes
- Improve skills
- Character Switch: Change from Fang to Onimaru and viceversa.
- FANG
- Movement: Fast speed.
- Shoot: Dual handguns. High damage / Low Firerate / Hold to fire.
- Dash: Moves forward fast. Long Distance / Low Cooldown / Dashing through enemies damages them. Trail, preguntar Nil. Make invulnerability. control If dashing state for damage Pose de Dash? colisio lasers?
- PEM Field: PEM in an area. Stun / Long Cooldown. Kinematic Sphere collider around Fang "bullet? or a new capa that destroys enemy bullets??". Inits at radius 0, expands while activated to a maximum and return to radius 0. Need implementation of function to modify sphere collider radius. Particulas esfera electirca que s'expandeix. New enemy state: Stunned: Cannot move/attack. Electical particles around its body¿?¿?¿ Another color texture like hurt.
- Special: 360º shooting. Fang becomes stationary, does 2 twists and shoots in every direction. Bullets appear begining at front vector of the player. each 2-10º a new bullet appear with a time offset each time in both directions (positive and negative angles) each burst is 360º Disable any player movement or rotation.
- 0-NIMARU
- Movement: Slow speed.
- Shoot: Machinegun. Low Damage / High Firerate / Hold to fire.
- Shield: Semicircle shield (90º): Medium duration / Move slower / Return damage blocked in a cone (90º) / Medium cooldown.
- Energy Blast: Forward energy blast that push enemies backwards. Cone / Long / Low damage / Long cooldown.
- Special: Machinegun Overcharge. Oni becomes stationary (rotation too), shoots an increased amount of bullets, faster and more damage.
- Controls
Movement: WASD / Left Joystick
Aim: Mouse / Right Joystick
Shoot: LMB
Dash/Shield: RMB
CC: Q
Special: E
- GRUNT
- Movement: Slightly slower than Fang.
2.1. Melee Attack: 10% health damage (Only melee Grunts).
2.2. Ranged Attack: (Only ranged Grunts).
- SPECIAL
- Movement: Same as onimaru.
- Ranged Attack: Beam of energy (like lasers).
- Melee Attack: A strong dashing melee attack. Dash+sword. AI: The Special will shoot while he is at distance form the player. Between each shot, he will move closer to the player and shoot again. If he gets close enough to the player, or the player approaches him, he will start spamming the melee attack. The distance to switch to this behavior is the distance that he can move with the dashing part of the attack. If the player manages to move away from it, it will start shooting again.
Three collectibles can be found hidden throughout each Level. They are called "Upgrade Cells". When finding all 3 Cells of one level, both Fang and Onimaru will recieve a permanent upgrade in one of their skills, that can be accumulated through the following stages of the game. This upgrade is recieved at the moment the last Cell is found.
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Level 1 Upgrades
- Fang: Dash - hurts enemies that it touches.
- Onimaru: Shield - bounces bullets.
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Level 2 Upgrades
- Fang: PEM Field - Damage increase to enemies affected
- Onimaru: Energy Blast - Damage increase to enemies affected

- Loosing life + Hurt overlay
- Recovering Life
- Skill Cooldown
- Skill Duration
(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?
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.
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.)
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.
The Upgrades windows appear in the same place as the Tutorials, but behave like Dialogues (they do not stop time).
QUan et maten un personatge, no pots tornar a ell fins que s'hagi curat del tot. SI el 2n personatge també mor, lose.





