Adds some more details

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Michel Fedde 2025-07-08 23:06:35 +02:00
parent 327e8d8609
commit 8e8aa4c002

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@ -1,12 +1,19 @@
# Intro
The game is a FPS in a fixed arena, where areas can be unlocked with points which you gain with killing enemies.
# Gameplay
The FPS-controller is fairly simple. Simple movement in all directions and sprinting. Sliding is a good bonus.
# Game Loop / Rough Narrative
## Start
The loop starts with the player a cell, which is open. Leaving the cell, the player grabs a pistol and heads to a large circle, which is revealed to be an elevator.
Once the elevator rises, the player gets shown a set of up to 3 modifiers, that are applied to the arena. After the arena loaded, the elevator reaches the top and the combat begins.
The weapon doesn't have a magazine. Instead the ammo gets used up directly.
The player may only have two weapons. Enemies may drop weapons, that the player can pick up.
If the player already has the weapon, he picks it up ammo when walking over the weapon.
## Gameplay
The FPS-controller allows for movement in all directions and sprinting in all directions.
The weapon do have magazines.
The player may only have two weapons. In rare cases, enemies may drop weapons, that the player can pick up.
If the player already has the weapon, he instead picks it up ammo when walking over the weapon.
Weapons do not have a possiblity to zoom in.
Killing enemies is the main way of getting points. Depending how fast the enemies are killed, you get a point multiplier. Killing enemies in a stylish way increases the points you got.
f.E. (ENEMY_POINTS \* SPEED_MULTI) \* STYLE_MULTI
@ -15,7 +22,18 @@ Using the points can be used to open new areas of the arena.
Inside the arena there are different items that help you killing enemies.
# Content
During Gameplay the players actions get constantly narrated over a
## Death
The enemies may hurt the player by shooting them, causing explosions or by hitting them.
Once the player dies, he finds himself in the cell again, but depending on how well he did, he got an amount of experience.
## After the Arena
In and outside the cell are different areas are things, he can buy with the gathered experience.
Workbenches may improve weapons or perks, while other elements may influence, how many modifiers get applied to the arena and which may be come up more often.
# Content (Very subject to change!)
## Arena Items
- Jumppad: Sends the entity (be it player or enemy) flying up
- Possible interaction for enemies: rather than flying straight up, it should a random direction (with a strong bias to up) for the enemies
@ -58,7 +76,7 @@ These enemies are used to fill up the arena. [Low chance of drops]
- Grunt: The main cannon fodder that shoots (with stormtrooper aim). Nothing special.
- Meele Grunt: This enemy is similar to the grunts, but as Meele
- Small Spider: This enemy can cover distances very fast, but deals little damage.
- Flying fucks: This enemy can fly and explodes on impact with any surface. While flying it makes a screching sound to alert the player.
- Flying fucks: This enemy can fly and explodes on impact with any surface. While flying it makes a screching sound to alert the player. Explosions may hurt the player and enemies.
### Mini Bosses
These are sprinkeled in to make the combat more interesting [Good chance of drops]
@ -78,3 +96,4 @@ When the player gets a perk from a random chest, the perks has one or more advan
- "Watch out!" - You get a chance of the enemies dropping ammo, but sometimes it explodes damaging everything around.
- "I have an arsenal" - You can get a third weapon slot, but you become slower. (about -10% movement speed)
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