Added game systems and objectives to GDD
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@@ -85,13 +85,33 @@ The loop of levels will be to:
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3. Combine them together to create a new challenge
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4. Repeat
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### **3.2 Objectives and Progression**
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In each run the player will progress through the levels one by one and able to progress as much as they are able to.
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Completing levels will grant the player score and introduce them to new enemies, power ups and mechanics.
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Upon beating the level the player will gain currency relative to their player score.
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This currency will be stored over between different runs and allow the player to upgrade different aspects of their kit.
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Doing this will make it easier for the player to gain a new high score and hopefully make it easier for them to enjoy the game.
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### **3.3 Game systems**
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- **Powerups**
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Portals - to achieve the appearance of non-Euclidean Changing gravity direction - used in some of the puzzles Trains - start/end of levels as well as being travel between levels (interacted by player) Ticket barriers - act as one way barriers in levels (interacted by player)
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`
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- ##### Level flow
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- **Enemies**
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All objects will be orbiting a black hole in the centre of the screen whilst slowly being sucked in.
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The players only input will be to increase the distance between them and the black hole.
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However in every other level the black hole will be replaced by a white hole pushing all objects away
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and the players movement will be inverted making them only able to increase the distance between them and the white hole.
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- **Level flow**
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- ##### Enemies
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Small objects will spawn with the level that are also affected by the 'Level flow' these will cause the player to die on collison with them.
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They will be moving at a different speed to the player so they have to dodge them.
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As the player enters higher and higher levels the enemies will become harder to dodge by increasing in size and spawning projectiles.
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- ##### Powerups
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Powerups will occasionally spawn throught levels, they will all have the same appearance but have randomised effects.
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Most of these effects will benefit the player such as: short time inverability, gain X points or slowdown enemies.
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However a small percentage of these will make the players time harder such as: increasing the player size or speed up the player.
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By making it so not all powerups are a benefit the player will be taking a risk by picking them up hopefully increasing their enjoyment.
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