Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Procedurally-generated metroidvania design doc (the "Game")
- Gameplay focus is on the following aspects:
- 1) Exploring procedurally-generated environments
- 2) Finding powerups to unlock new areas of the map
- 3) Fighting monsters with a combination of melee and ranged weaponry
- 4) Ultimately defeating [a|some] boss[es]
- Survival should be difficult; the player has limited health resources and
- health pickups are uncommon -- mostly only dropped by bosses or found as
- one-time pickups.
- In the interests of making gameplay more chaotic (and thus harder to survive)
- without being unfair, a simple physics system comparable to Spelunky's will be
- implemented. This will support:
- * Basic ballistic trajectories for uncontrolled (stunned) entities
- * Gravitational attractors/deflectors
- * Inelastic tethers
- Most roguelike games need a source of variety to maintain interest in different
- games. Some examples:
- * Dungeons of Dredmor's build-your-own-class skill system
- * Binding of Isaac's gigantic list of possible powerups
- * Spelunky's chaotic physics and unforgiving damage system
- * Rogue Legacy's varied classes and grinding system
- * Angband's 500+-long list of monsters
- Common sources of variety to many roguelikes:
- * Themed regions
- * Procedurally-generated items (enchanted gear, etc.)
- * Large numbers of enemy types (even if only superficially differentiated)
- The Game will have the following sources of variety:
- 1) Varied powerup list, of which only a subset will be seen in any given game
- (See Item List, below). Adding variety this way is difficult (each item
- must be coded and the map generator must take items into account).
- 2) Varied monster list, with a large set of differing behaviors. See Monster
- List, below. Adding variety this way is somewhat difficult (each monster
- must be individually coded but is self-contained).
- 3) Scaling map generation by difficulty (so the same "room" will be different
- depending on when in the game it shows up, to make it easier/harder to
- navigate). For example, platforms may be smaller, spikes can be added,
- more or harder monsters can be placed. Adding variety this way is
- relatively easy.
- 4) Varied map regions (see Region List, below). Adding variety this way is
- straightforward but time-intensive: new graphics and rooms must be added.
- 5) Configurable game modes (see Challenge List, below). Adding variety this
- was is very easy (for most modes), but the scope for each challenge is
- limited and most will probably be played at most one time per player.
- 6) Setting up the possibility for sequence breaking (bypassing locks) through
- skilled play (see Advanced Techniques, below). Adding variety this way is
- difficult (the map generator must be intelligent enough to preclude the
- possibility of the player getting stuck) but is thematically important.
- Item List:
- At base, the player can run, jump, and make grounded and aerial melee attacks.
- * Bladed melee weapons, which deal more damage and give a spinning aerial
- attack to cover a better area of effect (also enable enemy bouncing; see
- Advanced Techniques). Can cut through some materials (e.g. vines).
- * Could be upgraded to deal more damage and cut through harder materials.
- * Electrically-charged blades ("taser blades"), which temporarily stun
- enemies. Stunned enemies can be used as platforms.
- * Could be upgraded to short out shielding used by enemies or as locks.
- * Unsharpened high-inertia blades (a.k.a. lead bars), less damage but knocks
- enemies around.
- * A.k.a. suit strength upgrade? Include an aerial slam attack?
- * Jump boots, enabling higher basic jumps.
- * Jump jets, enabling double jump.
- * Buddy pods. A variety of different pods can be found, only one of which can
- be active at a time. The pod follows the player around, hovering above
- their shoulder. Their activatable abilities consume ammo, which is
- replenished via pickups dropped by monsters. Should ammo be shared between
- pods?
- * Shield pod. Blocks ranged attacks that hit it and can be activated for a
- brief full-body shield effect. Possibly larger than other pods.
- * Possible upgrade: can be emplaced as a temporary platform / barricade?
- * Missile pod. Fires an explosive missile.
- * Teleport pod. When activated, pod holds current position; activate again
- to teleport to it.
- * Cloak pod. Makes the player invisible for a short period, which prevents
- enemies from reacting to them and makes them invisible to laser tripwires.
- * Point Defense pod. Toggle active/inactive; automatically attacks nearby
- enemies while active at the cost of some ammo (fires a laser?).
- * Scout pod. When activated, can fly around and scout the area / fit into
- small regions. Possibly an upgrade for the teleport pod (fly pod behind
- enemy then teleport to bypass/access weak point) or the missile
- pod (fly-by-wire missile launcher)? Alternately can attack with an area
- electric shock (c.f. taser blades) and disrupt circuits
- * Leash pod. When activated, flies forward and attaches to a monster; that
- monster is then leashed to the player. It cannot move on its own, but
- swings under the influence of the tether and gravity; colliding it with
- other monsters stuns them. Is this usable in a lock/key system?
- * Magnetically-charged boots which allow walking on metal walls/ceilings.
- Turns such surfaces into gravitational attractors.
- * Magnetically-coupled grappling hook, allows swinging from metal
- walls/ceilings. Uses a tether system.
- * Speed booster. Tap boost when running (with a cooldown between taps) to
- increase speed, up to four times. At max speed, player is invulnerable,
- breaks certain blocks, and can perform a powerful dash attack.
- * Jetpack, allowing limited flight (duration resets every time player lands)
- * Electroproofing, allows safe passage on/through charged surfaces (an
- environmental hazard)
- * Supercavitation bubble (or something more scientifically plausible), allows
- free movement through water.
- * Hazardous environment protection (heat, poison gas, radiation, etc.). Such
- environments deal damage and affect controls in various unpleasant ways.
- * Vertical grappling hook. Shoot it up, then retract to climb. Possibly an
- early version of the more generically-useful grappling hook? How to make
- this interesting?
- Monster List:
- Monsters should have simple behaviors, for ease of implementation, but ideally
- should require different tactics on the part of the player to be dealt with.
- * Wall-walkers (basic monsters that patrol the perimeter of the terrain)
- * Worms (I saw an image of a section of orange that would make a good worm-
- type image, with the skin of the section removed so it was just the little
- juice capsules)
- * Spiders
- * Rotating disc robots
- * Two pods connected by an (intangible) chain; one acts as a pivot and the
- other rotates about it, then they switch roles (c.f. digger bot in
- Super Metroid)
- * Fliers:
- * Hang on ceiling and swoop at the player when they pass below
- * Bats
- * Fly continuously in various patterns
- * Horizontal back-and-forth patrol (c.f. Metroid invincible monsters)
- * Bouncing sinusoidal patterns
- * Spawned monsters (small, weak monsters that are produced by monster
- spawners)
- * Fly up/down to level of play, then fly horizontally
- * Make repeated hops towards player (at higher difficulties, hops are
- irregularly-paced and irregularly-sized)
- * "Hazard" monsters:
- * Venus Flytraps that capture the player (or other monsters) when they step
- on a trigger (which may be more or less subtle depending on difficulty)
- * Pits full of fleas, that jump on the player and explode shortly
- thereafter, bouncing the player around
- * Monster spawners that continuously create other monsters (and may or may
- not be invulnerable themselves)
- * Land monsters, that may walk a small patrol, and perform one of a few
- behaviors when the player gets close:
- * Fire a projectile
- * Humanoid guards
- * Gun turrets
- * Homing missile turrets
- * Perform a melee attack
- * Scorpions
- * Jump into the air, perform an action (fire projectile, etc.), land.
- * "Hedgehogs" (painful to attack in melee, the idea being the player would
- rather avoid them)
- * Tigers (lunge at the player when they get close)
- Region List:
- Caves: rocky terrain, mossy walls, mushrooms
- Deep caves: like caves, but more red; fungus gets livelier and "glowier"
- (c.f. Phazon Mines in Metroid Prime), magma
- Challenge List:
- The goal here is to provide a variety of "play modes" that would give the
- player things to do beyond just playing the game over and over. Most of these
- would modify the "base rules" in some way, which would be:
- * Unlimited lives (but kicking the player back to savepoints on death)
- * "Standard" density/count of powerups
- * "Standard" difficulty span across the game
- Challenges:
- * Limited lives (up to only one life) with savestations acting to "suspend"
- the game instead of making a checkpoint
- * Preselected item lists specifically chosen to be hard and/or strange (e.g.
- starting the player with a jetpack but no offensive abilities, in a high-
- difficulty region)
- * Beat the game without collecting all the key powerups (making sequence
- breaking mandatory, in other words)
- * Heaven Or Hell: everything (including you) dies in one hit.
- * Speedrun mode: an advancing wall of death continuously forces you to
- progress (using a special linearized map generator)
- Advanced Techniques:
- * Secret shortcuts. Some terrain (indicated by subtle tile variations) is
- destructible and allows locks to be bypassed.
- * Walljumps. These should be roughly as difficult to perform as in Metroid
- Zero Mission.
- * Booster jump. After performing a max-boost attack, the player will briefly
- be in a special "landing pose". Jumping from this pose sends the player
- flying in a straight-line trajectory (c.f. Metroid shinespark).
- * Booster Short Charge. The boost level does not reset to 0 unless the player
- stops moving forward; thus by only holding forward when boost is pressed,
- the max-level charge can be achieved in a shorter distance.
- * Monster bouncing. Perform a melee attack (c.f. bladed melee upgrade, above)
- against certain invulnerable flying monsters and get bounced off of them.
- With proper timing this can be used to "jump" off of monsters without
- stunning them with the taser blades.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement