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CyberBlast-arena (Interactions (Traps (Spikes, Fire, Ice, Boulders, Moving…
CyberBlast-arena
Interactions
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Abilities/perks
Player activated perks, which will have a given specific effect
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UI design
Menu's
Menus will have different unique backgrounds so they can visually be told apart from each other, should also be fully intractable.
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Customisation
Where the player is allowed to fully customise their player and change their slots for perks/abilities.
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In-game HUD
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I want the HUD to have a simplistic looks as well as stylised, but I dont want the HUD to become a distracting feature to the player, the HUD design will consist of minimal spacing to prevent it taking up too much space on the screen.
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Goals
The main goal in the game, is for the player to battle/fight random opponents in the same level categories as them, in which the winning player will go forth into the next level and so on until they lose.
Rules
- Players can earn 'exp' via playing matches, either win/loss
- Matches can only hold a minimum of 2 and maximum of 4 players
- Opponents must battle each other until one player remains, if timer runs out the players enter a critical mode in which the first player too take damage instantly dies
- Players who win are given higher rewards
Players can use the traps around the arena to their advantage
- Death to a trap will not count as any players kill, but instead "Death trap" kill
- Players can use pick-ups indefinitely, or until such weapon runs out of ammo/durability runs out
- Players can only use perks if active, and once cool-down is over
- Players who lose are sent back to the lobby
- Players who win will progress, but have to option to quit
- Players can not leave the arena/out of bounds area's
- Players can taunt at their own risk