Skip to content
This repository has been archived by the owner on Aug 31, 2019. It is now read-only.

[DESIGN] First Level–Atmosphere, enemies, boss #5

Open
jherd23 opened this issue Sep 16, 2017 · 2 comments
Open

[DESIGN] First Level–Atmosphere, enemies, boss #5

jherd23 opened this issue Sep 16, 2017 · 2 comments
Labels

Comments

@jherd23
Copy link
Collaborator

jherd23 commented Sep 16, 2017

Does what it says in the title.

May not be discussed too much at the meeting (9/16), but think on it over the next week, and plan to have ideas for the next meeting (9/25)

GOAL: Have preliminary ideas done by start of meeting on 9/25, so that other teams can collaborate and begin work from them.

@gtg3vv gtg3vv added the Design label Sep 16, 2017
@cz8xa
Copy link

cz8xa commented Oct 7, 2017

Time travel bar will increase over time, possible power ups that may help to refill the bar.

Time travel bar will start empty after ocean environment becomes red, will begin with simple wave pattern enemies to allow player time to fill up initial bar and experiment with it.

1st level same alien enemy ship throughout level with around 5-6 enemies in each wave pattern.

Enemy ship patterns (Possible enemy spawn pattern order: 1,2,3,2,1,3,4 from patterns listed below)

  1. (zig zag pattern) Ships spawn down middle of screen and all concurrent ships follow the movements of the first ship spawned. Once all ships are spawned on screen, leader ship starts to move left/right and goes from side to side of the screen in a downward diagonal pattern.
  2. (spiral/ladder pattern) Ships spawn down top of screen, all ships follow the lead ship. Ships move diagonally downwards from right to left or left to right and once they move off the side of the screen, the ships will reappear from the opposite side and continue to move diagonally downward.
  3. (V formation pattern) Ships spawn down middle of screen where lead ship moves straight downward but the 4 ships behind it slowly spread out from the middle with 2 to the left and 2 to the right until they reach the sides of the screen. Enemies then continue down in a V formation.
  4. (loop de loop pattern) Ships spawn down from top left/right corner and move in a loop across the screen until reaching the other side of the screen. After reaching other side of screen, the ships will then move diagonally downwards in the opposite direction and do a loop before reaching the other side of the screen. Ships will continue this pattern until bottom of screen.

1st Level Boss

  • Has 3 main weapons, 2 lasers and 1 large canon at the center. Lasers glow before firing and fire all the way down to the bottom of the screen.
  • Center canon fires bullets at higher rate but bullets do less damage to the player
  • Enemy boss spawns at the top of the level and only moves left/right
  • Player must destroy center canon in order to kill boss but can shoot and work to destroy 2 side lasers to damage the boss as well

Screen length needs to be increased if enemy and player model ships stay the same size

Different buffed enemies (just an idea for now):

  1. Green: ships have more health
  2. Red: ships bullets are stronger
  3. Blue: ships move faster

@jherd23
Copy link
Collaborator Author

jherd23 commented Oct 20, 2017

Done, but leaving up for easy access

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
Projects
None yet
Development

No branches or pull requests

3 participants