2/19/17
- Round
- Finn: Castle_Concept.jpg in Art/_Spr_Concepts
- Cody: Working on boss music
- Anthony and David: Worked on concepts for enemy types
- Concept 1
- Enemy that bounces across the screen
- Drops a projectile at the top of its arc
- Moves in the opposite direction if it hits something
- Like the Gumba in Mario
- Concept 2
- Tiki Mask Guy
- Starts off rooted in the ground
- Spits projectiles at you
- Comes out of the ground when you get close
- Leaves a hole in the ground that you can go in
- There could be a number of things in this hole
- Special items
- Enemies
- Mini boss fights
- A door that grants access to the next level
- Concept 3
- Whirlwind of cold air that freezes you if it hits you
- Can be used in combination with the first enemy concept
- This enemy freezes you, the first enemy comes and drops its projectile on you
- Concept 4
- Enemy that lays eggs and throws them at you
- When an egg hits the ground it breaks open and a smaller version of the enemy comes out
- This makes this enemy a priority because if you don’t kill it soon it will keep creating more enemies
- Concept 5
- Dark Wizard
- Good enemy for the castle
- Shoots shadow balls that follow the player
- Like the needle gun in Halo
- Shadow balls can do damage to the player as well as other enemies
- So other enemies can be used as a shield from the shadow balls
- Concept 6
- A bird that drops something
- Could drop something good or bad
Health/Lives System?
- 3 options
- Health bar
- Player dies when health bar reaches 0
- Lives system
- Like in Mario
- Start with 3 lives
- Chances to gain a “1 UP”
- When you die and you still have lives you restart at a checkpoint
- When you die and run out of lives you restart from the beginning
- Combination of the 2 above
- You have lives
- For each life you have a health bar
- You can take damage that will decrement the health bar
- Once the health bar hits 0 you die and lose that life
- Restart at checkpoint with 1 less life and a full health bar
- When you die and lose all lives you restart from the beginning
- If we do this system then we don’t need the knight to lose armor when for the intro, because instead he could just have a ridiculous amount of health and lives
Need to decide on a narrative direction that the game will move in so level designers can begin designing future levels.
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