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Greeble

tiny yellow flying robot is dismantled and shoveled into a cavernous trash heap.

you spend the game finding enough body parts to escape and explore a wasteland of greeble trash.

immediately the goal seems to be to find your body parts and get back to above.

secondary: explore mysterious environment, once fully repaired, -asteroid base thingy? something in the sky.

TODO: hazard! melty acid finish bot platform lightning/explosion effect screenshake one more particle type for gets, jumps, thrusters world building level progression for part finding

part collection / play stages: rolly head. limited capacity to hop around, must find energy source before system failure (timer) re-use lightning effect for jumps/hits body, aux thrusters online. (higher jump) arm, energy capacity increased, phase disruptor armed (for mining) lower body / wheel: self-sustaining power online, flight enabled (no longer need energy packs)

win state: -rejoin your bot crew, or investigate other mystery -might run out of dev time for this bit

item collection fuel for thrusters <--our 'coins' body parts --power ups. ideas: jump boosts: jump a bit higher auxillery thrusters. -game starts with limited mobility eyes. -game starts with limited/monochrome visibility

room structure todo: data for background generation data for items in the room; data for interactive items in the room;

room drawing: procedural under/dark stuff, hanging cables larger panel generation, better heirarchy of form, more interesting visuals background generation, columns, etc

gameplay nice-to-haves: hazards NPC bots to follow

nuts and bolts: room based platformer, no scrolling cam.

graphics ideas: greeble procedural generation. rooms will be planned, but decoration procedural.

polish ideas: meters, lights, oscilliscopes that flash in time with the music -webaudio visualizer > sprite drawing

screenbuffer effects, particles