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Team Blam

1,673 bytes removed, 10:32, 23 September 2010
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(Some or all of these features may be added to/replace features in the base game, depending on time constraints)
Rather than move you at a constant speed, your thrusters can accelerate you (up to certain maximum speeds). This can provide additional challenge.
* Rather than being instantly killed by move you at a collisionconstant speed, your thrusters can accelerate you could have shields on your ship which regenerate over time(up to certain maximum speeds). This would be damaged by collisions in direct proportion to the speed with which you collided with the building, and you will die if it's reduced to 0can provide additional challenge.
* Rather than being instantly killed by a collision, you could have shields on your ship which regenerate over time. This would be damaged by collisions in direct proportion to the speed with which you collided with the building, and you will die if it's reduced to 0
Bullet point outline!* Could transition between levels, or have moments of blank space giving a chance to rest, followed by a change in environment/city textures* Have three dimensional movement (up + down, along with forward + back + left + right), combined with shorter buildings that can be flown over or buildings that have gaps in them* Because it is important to be at the correct altitude to fly through the gaps/over them, we could have an altitude meter with different colours. The gaps in the buildings could be marked with those colours, and then you can match up those colours with the altitude meter to know that you're at the correct height to pass through the gaps* Vertical movement should be between a set of discrete values, due to the difficulty in telling exact height from a top down perspective, even with an altitude meter
* • Ship dodging obstacles
* • Top down perspective
* • Semi-randomly generated buildings generated in your path
* ⁃ Random, but always guaranteed to be a navigable path that you can get through
* • Ship moves around screen
* • Camera covers a certain area of the screen that the ship is free to move within
* • Ship moves natively at the same speed of the camera forward through the city
* • City contains buildings that need to be avoided
* • Either the ship and the camera move, or the buildings just move towards you
* • Arrow keys move the ship in a horizontal plane at constant speeds when they are pressed
* • Survive for as long as possible
* • Hitting a building kills you
* • Speed/building density increases over time
Enhancements
* • Have it set in outer space, with asteroids
* ⁃ Or could move between multiple environments, with movement through cloud layers allowing players a moment of rest
* • Have three dimensional movement (up + down, along with forward + back + left + right)
* ⁃ This would be combined with holes or gaps in the buildings that could be navigated through
** ⁃ Because it is important to be at the correct altitude, we could have colour "temperatures" on the ship
** and openings, indicating the correct altitude. These could either be over a continuous range, or a
** set of discrete colours
** ⁃ This may require a shift to a different perspective, as seeing inside of an opening presents its own
** set of problems if the opening lasts more than a very short time
** • Movement keys could accelerate the ship (although with a maximum speed), instead of instantly increasing
** to a set speed when pressed and then stopping when released
* ⁃ Acceleration could just be in the horizontal plane, if the altitude settings are discrete
* • Have shields on the ship
* ⁃ Impacts against obstacles could decrease shields proportionally to the speed of the impact
* ⁃ Shields can regenerate over time
* ⁃ Shield regeneration speed could be affected by firing weapons
* ⁃ Have one source of energy that flows into shields, but only when weapons are not being fired
* • Have passive ships that can be impacted
* ⁃ Ships could be enemy ships that shoot at you
* ⁃ Requires more complex collision detection code
* • Could place weapons on ship, to fire back
* ⁃ Requires collision detection
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