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Designer Solutions

Mxflare edited this page Feb 23, 2022 · 6 revisions

#Intro

Here is Designer Solutions, in this page we will solve the arbitrary issues the game has. To see how to solve issues see the Designer Guide Wiki Page

**# Progression System (From Backlog)

Progression is based on the core gameplay loop of expansion. The more the player progress by getting better ship parts, newer ship parts, better voidsongs, and more recourses. The overall objective goal is to get the most powerful ship as possible.

Pixels Getting pixels is based on killing other space ships. Pixels act as the currency for the game. You use currency for ship building as well as for shops. You get Pixels from killing enemy's/mining. You get 10% of pixels from any enemy you destroy. (You destroy enemies by destroying the core). Killing enemies is based on the conflict of the game and mining is similar. Mining is still destroying other spaceships, but these space ships act as empty vessels, They do not move and they don't attack. You get 10% of recourses and pixels when destroying another ship

  • Lower tiers are emptier then higher tiers *Mining gives less pixels then regular ships as there is less to them

** Star system ship amounts**

  • Tiers 1-3 cannot have more then 4 Enemies+3 minable ships
  • Tiers 4-7 Will have between 3-7 enemies+3 minable ships
  • Tiers 8-10 will have between 8-10 enemies+3 minable ships (Make types of ships for each different tiers) (Maps)

**Here is how shops work. ** Shops allow you to buy ship parts blueprints as well as recourses. Upgrades

  • Upgrades act similarly to blueprints as in you buy it and now you are able to put it on your ship. *Things that can be upgraded: Armor, Laser, cannon etc
  • There will always be 2 upgrades at a time in a shop
  • Pixels are the main currency

Blueprints

  • Blueprints can be bought at shops
  • Blueprints goal is to give players more things to put on their ship
  • Blueprints are generally more expensive.
  • Blueprints are new parts
  • There will always be 3 different blueprints at a time in a shop.
  • Pixels are the main currency
  • (Price and how they relate to other ships)

Resources *All three of the resources can be bought at shops

  • They can be bought in different quantities
  • 2 fuel =1 pixels
  • 2 ammo =5 pixels
  • 1 electricity = 10 pixels (Balance Resources in shops)

Star system functionality

  • There is a 12.5 percent chance of a shop spawning in any given star system
  • See ship amounts above
  • Void songs are unlocked by specific events (See Voidsongs)

Enemy AI (From BackLog)

Currently, we have AI designed for 3 enemy ship types; The Fly The Hawk The Vulture

Each type will act differently and can be tackled in a variety of different ways.

Fly This AI will focus on mobility and agility

To find a player that is out of the line of sight, the Fly AI will begin to move in a spiral pattern from its current point for 8 seconds, in which they will stop, then make the same motion again, in the opposite direction

When the AI has spotted a player, the Fly will begin to circle the player in a large radius (around 8 p.s, or player ships) and slow down every 15 seconds to fire at the player, before continuing the route.

If the player begins to move, the Fly will follow in the same circular pattern around the players, doing its best to maintain the radius. It will also it 5 seconds will choose a random direction to move in and move that way for 1 second.

The Fly will do its best to maintain the 8 p.s radius away from the player, even if the player gets closer to the Fly.

Hawk This AI will be a middle ground between Flies and Vultures.

To find the player, the Hawk AI will follow other AIs in a straight line, making sure to keep a small distance away to avoid collisions (4 p.s)

When the AI has spotted a player, the Hawk will slowly circle the player and fire at them every two seconds a moderate distance away (6 p.s)

When the player is out of range, the Hawk will stop at its current point and follow the player in a straight line until it reaches the nearest point of the radius surrounding the player. It will still fire at the player until they are a large distance away (10 p.s).

When the player moves closer to the AI, the Hawk will begin to move back to maintain the 6 p.s distance.

Vulture This AI will focus on raw stopping power.

In order to find the player, the AI will follow the closest AI ship in a straight line, maintaining a moderate distance to avoid collisions (6 p.s)

When the Vulture has found the player, the AI will stop at the nearest point at a close circle around the player, and begin to fire at the player as often as possible.

If the player moves away from the Vulture, the AI will continue to fire at the player while slowly following them. If the player reaches a large distance away (10 p.s), the Vulture will stop firing and follow the player as fast as possible until it reaches the nearest point on the radius once again.

If the player moves closer to the Vulture (which should be suicidal), the Vulture will not move at all, even if the player collides with them.

# Shop Functionality

Objective? (How to encourage to build ships and play with the systematic mechanics) Ship functionality? Starsystem differences? Voidsong Events? What is shop? What happens when you attack it? What does ths shop looks like in the

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