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SBO - Spaceships Blowing Up, Gameplay Loop, Weapon impact calculator, Ship…
SBO - Spaceships Blowing Up
Game states
Main menu
'New run' button
Fleet selection/generation
Previous runs scoreboard
High score
Scores are retrieved from external files
Game Over
Game Over display
Score tally
Individual score components
Score is saved to an external file
Gameplay
In battle
Ships
Armour
Positional Armour
Speed/manuverability.
Stance system
Hull points
Weapons
Weapon types
Kinetic
Missiles
Fightercraft
Player ships
Corvette
High speed and manuverability, low health, focuses on hit and run attacks
destroyer
Agile but capable of dealing good damage
cruiser
Balanced ship with average statistics
Assult carrier
Above expected maneuverability, capable of using fightercraft
Battleship
Slow, containing powerful weaponry and armour
Enemy ships
AI
Different AI for different ships hulls
Ships coordinate with nearby other ships
Enemy ship hulls 1-5
Grunt
Attacks with close-range swarm tactics
Booster
Applies bonuses to nearby ships
Turret
Powerful stationary defense
Mothership
Boss enemy, incredibly powerful
Provides bonuses similar to the booster, but more powerful
Sniper
Attack from long range with high damage attacks
Abilities
Active
Passive
Environment
Hex grid arrangement
Environmental features
Impassable features
Passable features
post-battles screen
Fleet status recap
Fleet addition selector
Difficulty increases
More ships in enemy fleets
Environmental obstacles
Backend mechanics
Game grid
2D array
Array coordinates used for positioning
Some entities may take up multiple spaces
Composed of tessellated hexagons
Coordinate points are at the center of a hexagon
Ships
Basic ship class
Establishes statistics possessed by all ships (speed/maneuverability, health points)
Subclasses sre created for specific ship types with cetain stats.
Enemy AI
Uses a series of if-then conditions in order to determine the next actions
If certain conditions are met, enemies can coordinate their actions for greater effect
Difficulty
Each enemy will take up a certain number of 'fleet points'
Enemy fleets will be generated according to one of several possible archetypes, and within a point budget determined by a base budget combined with a number decied by the difficulty factor.
Every successful battle will increase a difficulty multiplyer
Gameplay Loop
New Run
Generate enemy fleet
Generate battle grid
Use random seed to generate terrain arrangement
Battle occurs
Did Player win?
Yes
Display post-battle results
Increase difficulty
1 more item...
No
Calculate score
Save score to external file
1 more item...
Scoreboard
Load scores from file
Weapon impact calculator
Does weapon have a penetration value?
No
Damage dealt = weapon damage*armour modifier.
Does weapon have a shredding modifier?
Yes
Armour modifier = Armour modifier-shredding modifier
Yes
Damage dealt = weapon damage*(armour modifier-penetration modifier [minimum 0])
Ship movement predictor
Does the ship have a current trajectory?
Yes
Arrival location set at trajectory direction + trajectory distance
No
Arrival location set to current coordinates
Is the ship's base speed (after modifiers from abilities) higher than 0?
Yes
Arrival location shifted by ship's speed after modifiers in current direction
Is the ship manoeuvring sideways?
Yes
Arrival location shifted laterally by the number points assigned to lateral manoeuvring
No
Arrival location does not change
No
Arrival location does not change