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gameplay #4

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jokiel opened this issue Jun 28, 2016 · 0 comments
Open

gameplay #4

jokiel opened this issue Jun 28, 2016 · 0 comments

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@jokiel
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jokiel commented Jun 28, 2016

I had some ideas of how to adjust the gameplay in order to support the main effect of the game, i.e. the level of constraint visual information and the resulting level of suspense. Here are my suggestions:

pawns:

  • when a pawn fires, pawns are shown only through the projectile's light. This conveys the same information as before, i.e. the position of the player, but it looks really cool if its just for a blink of a second
  • use a specific button to activate the aura, i.e. search light
  • increase the rate at which pawns fade

projectiles:

  • decrease the number of projectiles that can be fired, i.e. only two or three can be fired one after another, but these cause slightly higher damage
  • adjust the size of the direction indicator to show something like the level of energy left for shooting (quickly descreasing with each shot, slowly increasing otherwise)
  • change projectile color to magenta, i.e. the color of the direction indicator (nice contrast to the green of the items), and use blue for the shield powerup (see below)
  • I'd probably use a different shape for a projectile...something like a slim eliptical shape that doesn't rotate
  • increase speed of projectiles

items:

  • increase lifetime of sentinels
  • new item shield: when activated, the white rings of the player light up blue and the player is temporarily invulnerable
  • new item projectile with more damage
  • new item with increased/unlimited energy level

walls:

  • as described in the other issue
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