Game Project, Prototype, , , , - Coggle Diagram
Planets need to be Conquered or destroyed
The goal is always to conquer but if you need to retreat you can nuke the planet instead
Conquered planets offer more score
Nuked Planets offer less/none score
There needs to be incentive for nuking a planet. Why should a player opt to nuke instead of trying to overcome the challenge and conquer.
Fresh planet, potential to be easier?
Boss planets shouldn't be nukeable?
After 'Completing' a planet you must hop to the next
Planets are in close proximity to each other
Planets progressively get more challenging the more you hop to
Planets should feel unique
Many different enemy types
All creatures are considered 'Enemies' but not all are inherently hostile.
Some planets contain Bosses
Bosses need to feel different from regular enemies.
All planets are small but some can be bigger than others
Death is Inevitable
Game should be designed with Rouge like systems in mind.
Eventually players are expected to die to the enemies
Alternatively, there could be an "End" where players have completed every available planet
Planets should be procedurally generated.
Cartoon cute style
Models will be on the low poly scale
Not too high fidelity
Ratchet and Clank monster style
Will provide moodboards
Planets should have different themes
Enemies should match the theme of the planet
Varied sized enemies
Different sizes can vary in strength
Rewards from bosses need to be worth it
An example: Killing x number of bosses rewards new gun?
Needs to be a large amount of enemies to keep planets and encounters varied.
Runs can unlock new weapons that you can find on future runs
Perks can be assigned at the start of a run. New perks can be unlocked as you progress
Perk slots can be limited but slowly unlock with player level/xp
Planet stomp. Landing on a planet knocks back enemies
Limited weapon slots.
Potentially more can be unlocked over time like perks
Weapons have limited ammo. Weapons will be dropped an picked up often to encourage variety.
Need to decide how ammo is dealt with when nuking a planet. If no ammo is refunded it might discourage nuking.
Fast paced shooter
Full player body animation/modeling
More area awareness
Bigger connection with character
Not as nauseaus
Planet jumping easier to display
Lock on target system
Above and behind. Think camera from Giant Clank levels
Enemies can appear behind you. Out of sight
Action is more Viceral
In your face action
3D Sphere to act as planet
3rd Person camera
Must walk around planet surface
Capsule GameObject is fine
Enemy entities that can be killed
Capsule GameObjects are fine
Player can shoot
Raycast or projectile
Projectile may work better as it can follow planet gravity