Path of Ember is a roguelike action game featuring procedural map generation and Archero-style movement mechanics. The game focuses on run-and-gun gameplay where the player must stop moving to shoot, creating a strategic rhythm of positioning and attacking.
- Control: Single-stick floating joystick.
- Move vs. Shoot: Player moves while dragging; auto-attacks only while stationary.
- Feel: Snappy acceleration/deceleration with no diagonal speed boost.
- Mechanic: Stutter-stepping (micro-move, stop, fire, repeat) is a key mastery skill.
- The world is generated in finite chunks.
- Sequence: Start Chunk -> Lava Biome -> Grass Biome -> Mud Biome -> Boss Chunk.
- Streaming: Chunks are loaded/unloaded relative to player position to maintain performance.
- Player Movement: Implemented (
PlayerMovement.cs) with collision handling, boundaries, and joystick input. - Map Generation: Implemented (
ChunkManager.cs) supporting sequential biome spawning. - Combat: Basic shooting (
PlayerShooting.cs) and projectile logic (Projectile.cs) are in place.
- PowerUps System: Roguelike upgrade system (to be implemented).
- Enemy AI: Telegraphing attacks, line-of-sight logic, and varied movement patterns.
- Biome Visuals: distinct visual assets for Lava, Grass, and Mud biomes.
- UI: HUD for health, ammo/powerups, and progress.
- Movement Research: See
Assets/Docs/Archero_Movement_Research.md - Map Research: See
Assets/Procedural Generated Map.md