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