-
Notifications
You must be signed in to change notification settings - Fork 0
/
Gameplay Ideas.txt
29 lines (26 loc) · 1.12 KB
/
Gameplay Ideas.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
PLAYER ABILITIES:
-basic gun
-throw
either acts on particular object or acts on all objects within a space
capped force amount, enough to rip objects out of assemblies but not enough to be OP
-specials (powerup abilities, one-time use per powerup)
grav bomb / magnet (gather objects, perhaps summon?)
bomb / force blast
rail driver (selected object(s) is continuously accelerated, if used right large multipart objects could be accelerated to high speeds)
expanded field / upped force
ENEMY ABILITIES:
-basic shooters
-catchers
turn to face thrown objects? (would have to coordinate strikes)
thrown objects cannot be directly controlled?
-rockets
charge time/slow proj
ROBOT MOVEMENT IDEAS:
-stop-n-shoot
-orbit
-approach from front or back?
GAMEPLAY:
-physics damage is effective in combat, but shotgun is effective at close range
-If objects are sparse onscreen, more objects appear from ahead (increases probabilities)
-CANNOT THROW ROBOTS DIRECTLY, just gets ridiculous when you can do that
-could also make it a strategy to push robots offscreen (maybe if you do that too much it triggers a large spawn event? or not, too intensive)