# Concept (Loek) ## General gameplay - Platformer (similar platformer mechanics to Cuphead) - Focus on gameplay instead of story - Medium length levels - Horizontally (left to right), or vertically (both directions) scrolling levels - Levels get progressively more difficult (like Hades) - Each level has a miniboss at the end - Levels are separated by a checkpoint room - Checkpoints don't have respawn points, but are like saferooms with a shop for buying upgrades (like in Hades) - The player automatically shoots bullets as they walk - The player's score is determined by the distance travelled + bonus points for various actions like defeating enemies ## Player character & abilities ![rough sketch of the game protagonist](../assets/sketch-player.jpg "medium") - Small guy with a hood and Fall guys eyes - Actions - Jump (primary action button) - Dash/attack (secondary action button) (upgradable -> [shop][shop]) - Movement (D-pad) - Shooting (D-pad) (automatic rapid fire when holding direction) - Temporarily invulnerable when taking damage (with flashing animation like in Super Mario Bros.) - 5 HP (by default) (upgradable -> [shop][shop]) ## Level design - Hatched zones in the following sketches indicate movement zones for the player during a mini boss - Outside the movement zone, the player should take damage, but the player should realize this intuitively - During the miniboss, the camera is locked past the dashed line so the player can't escape by running away - The camera follows the player ### Level flow ![horizontal level flow](../assets/sketch-level-horizontal.jpg) - Horizontal level always flows from left to right - Level design in which the player has to "walk back" from right to left is discouraged ![vertical level flow](../assets/sketch-level-vertical.jpg) - Vertical levels can either flow from top to bottom, or bottom to top - Small sections of backtracking are allowed in the top to bottom vertical flow [shop]: #checkpoint-room-shop ### Checkpoint room (shop) ![checkpoint room](../assets/sketch-checkpoints.jpg) - Transition room between levels - Visible exit point is determined by the following level type - Door on right side for horizontal level - Nuclear bunker style hatch for vertical top-bottom level - Ladder into black hole for vertical bottom-top level - Game starting screen is also a checkpoint room, but without a shop - Checkpoints don't act as reset points - Available upgrades - HP boost - Temporary status effects - Jump boost - Speed boost - Different kinds of dashes (with tradeoffs) - Regular dash (furthest distace, no special effects) - Super punch (deals damage during dash, less distance) - Smoke bomb (temporarily invulnerable and invisible, less distance) - Upgrades are purchased/unlocked only once per game - Switching to other dashes is only allowed in checkpoints ### Regular level ![regular level example](../assets/sketch-regular-level.jpg) - A: player - B: breakable - S: solid ground - E: enemy - 1: primary action - 2: secondary action ## Enemy types The enemies aren't named in-game, so these names are either working names or internal names. All enemies deal 1 HP damage per hit. ### Menneke ![enemy type 1 "menneke"](../assets/sketch-enemy-menneke.jpg "small") - Runs around and jumps on platforms vaguely in the player's direction - Slightly slower than the player - 1 HP - Passive (damage on contact, but doesn't actively 'hunt' the player) - Low score bonus ### Ventje ![enemy type 2 "ventje"](../assets/sketch-enemy-ventje.jpg "small") - Runs at the player, but can't jump very high - Slightly slower than the player - Passive - 2 HP - Divides into smaller copies when defeated (like slimes from Minecraft) - Medium-low score bonus ### Terror uil ![enemy type 3 "terror uil"](../assets/sketch-enemy-terror-uil.jpg "small") - Roams around the top of the screen - Sometimes attacks player - 1 HP - Medium-high score bonus - Was on NOS Jeugdjournaal once # Concept (Bjorn) ## General gameplay the game has simularities with Gallica. The game wil have de following gameplay - Area is in space - In the area there are astroids and hostile aliens - Player controls a spaceship - Player can shoot lasers to the astroids and the aliens - If player hits meteor it gets destroyed - Powerup has a 5% chance to drop - If player hits alien player gets points - Highest score will be displayed - In the main menu the player can chose to play coop or solo The game which able to for fill all the requirements for the project but has also a lot of extra potential features for the game. For example adding special power ups which would give the player extra abilities. It will also be able to have bonuses like double points which give you twice more points then normal. In the coop mode there will be more enemies to shoot down to make it more difficult.