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Survive Shmap

Shoot 'em All - MVP Description

Practical Scope Recommendation (for a first playable build)

To keep development realistic and shippable, split work into three milestones:

  1. M1 - Playable Core (1-2 weeks)

    • One player ship, one weapon (Blaster), and 2 enemy types
    • Survive loop with spawning, collisions, HP, death, and restart
    • Basic XP gain and 3 level-up choices
  2. M2 - Retention Layer (1-2 weeks)

    • Add 2 more weapons from the current list
    • Add one mini-boss and one simple meta currency upgrade
    • Add settings (audio, controls) and save/load for upgrades
  3. M3 - Polish + Validation (1 week)

    • Visual/audio feedback pass (hit flash, simple particles, SFX)
    • Balance pass (enemy HP/speed curves, weapon tuning)
    • Small playtest and bug-fix sprint

What to postpone until after MVP

Move these ideas to a post-launch backlog so they don't block release:

  • Story mode, weekly events, community events
  • Companion/drone system
  • Dynamic environment hazards (solar flares, gravity wells)
  • Deep achievement + leaderboard ecosystem
  • Multiple ship classes with unique skill trees

Success criteria for MVP

  • New player can start a run in under 20 seconds
  • Stable 10-minute run with no game-breaking bugs
  • At least 1 meaningful build decision every 2-3 levels
  • Clear death summary screen with XP/Gold earned
  • Consistent performance on target hardware (define FPS target)

Core Gameplay

Basic Mechanics

  • Movement: Arrow keys (following cursor)
  • Scrolling: Left to right
  • Basic auto-firing system with cooldown (forward direction)
  • Session duration: 15 minutes
  • Resource types:
    • Session points (XP)
    • Global upgrade points (Gold)

Combat System

  • Enemies approach from different directions
    • Straight paths
    • Diagonal paths
    • Wave patterns
    • Rear attacks (with warning system)
  • Boss encounters:
    • Mini-boss every 5 minutes
    • Final boss (conditional appearance)

Progression System

  • In-session upgrades through level-ups
  • Multiple effect choices per level
  • Effect combinations for enhanced DPS
  • Ultimate combinations unlock super weapons

Weapons & Effects

Basic Weapons

  1. Blaster

    • Straight shots
    • Upgrades: Speed, Damage, Penetration
  2. Bracket Shot

    • Short-range expanding shot
  3. Rocket Launcher

    • Upgrades: Speed, Blast radius
  4. Triple Shot

    • Three-way firing pattern

Defensive Systems

  • Pulsating shield
    • Upgradeable duration and area
  • Orbital station
    • Moving damage zone around the ship

Stats Upgrades

  • Maximum HP increase
  • Health regeneration

MVP Requirements

  • Functional player ship
  • Enemy systems
  • Hit detection
  • Timer system
  • XP counter (drops from kills)
  • Gold counter (time-based acquisition)
  • Death registration

Menu Structure

  • Start Game
  • Settings
  • Upgrade Shop
  • Exit

Game Enhancement Suggestions

Setting & Theme

Cyberpunk Space Setting

  • Neon-colored environments
  • Tech-enhanced enemies
  • Futuristic city backdrops
  • Holographic UI elements

Ship Variety

  • Light-class ships (high speed, low HP)
  • Medium-class ships (balanced stats)
  • Heavy-class ships (high HP, low speed)
  • Each class with unique special abilities

Dynamic Environment

  • Space debris fields
  • Solar flares affecting gameplay
  • Asteroid fields requiring navigation
  • Weather anomalies (space storms, etc.)

Advanced Gameplay Features

Combo System

  • Multiplier for consecutive kills
  • Time-based combo maintenance
  • Special rewards for high combos
  • Unique visual effects for combo stages

Environmental Mechanics

  • Destructible obstacles
  • Shield recharge stations
  • Gravity wells affecting movement
  • Teleport gates for tactical positioning

Mission Objectives

  • Escort missions
  • Resource collection
  • Territory control
  • Survivor rescue

Companion System

  • Deployable combat drones
  • Different drone specializations:
    • Attack drones
    • Shield drones
    • Healing drones
    • Resource collector drones

Enhanced Progression

Ship Specializations

  • Attack specialist
  • Defense specialist
  • Support specialist
  • Speed specialist

Permanent Upgrades

  • Ship part modifications
  • Weapon modifications
  • Core stat improvements
  • Special ability enhancements

Challenge System

Daily Challenges

  • Unique mission parameters
  • Special rewards
  • Leaderboard competition
  • Rotating challenge types

Achievement System

  • Combat achievements
  • Collection achievements
  • Skill-based achievements
  • Special ship skins as rewards

Technical Enhancements

Visual Feedback

  • Screen shake on impacts
  • Hit freeze frames
  • Dynamic camera zoom
  • Flash effects

Particle Systems

  • Weapon trails
  • Engine effects
  • Explosion particles
  • Shield impacts

Audio Design

  • Dynamic music system
    • Intensity based on combat
    • Boss fight themes
    • Ambient exploration
  • Sound effect variety
  • Positional audio

Visual Effects

  • Power-up animations
  • Level-up effects
  • Achievement pop-ups
  • Kill streak indicators

Additional Content

Game Modes

  • Story mode
  • Endless survival
  • Time attack
  • Wave defense

Special Events

  • Weekly challenges
  • Limited-time events
  • Special boss encounters
  • Community events

Boss Rush Mode

  • Sequential boss fights
  • Minimal breaks between fights
  • Special rewards
  • Leaderboard system

Quality of Life Features

Tutorial System

  • Interactive tutorials
  • Training room
  • Weapon testing area
  • Strategy guides

Statistics & Analysis

  • Detailed combat stats
  • Achievement progress
  • Personal best records
  • Comparison charts

Performance Rating

  • Mission grade system
  • Combat efficiency rating
  • Accuracy tracking
  • Speed run times

Common Enemies

Enemy Type Description Attack Patterns Movement
Scout Drone Small, agile drone. Weak but numerous. Single-shot laser. Erratic, quick movements.
Interceptor Fast, maneuverable ship. Moderate threat. Twin blasters, short bursts. Weaving patterns, quick turns.
Bomber Slow, heavily armored ship. Drops explosive charges. Large area-of-effect bombs. Straightforward, predictable movement.
Turret Stationary defense platform. Heavy firepower. Rapid laser fire, limited firing arc. None, but can rotate to track the player.
Mines Stationary explosives. Detonate on proximity. High damage explosion in a small radius. None, but can be deployed in patterns.

Elite Enemies (Mini-Bosses)

Enemy Type Description Special Abilities
Bruiser Heavily armored ship with powerful shields. Ramming attack, shockwave blast.
Specter Fast, cloaking ship. Difficult to hit. Short-range teleport, homing missiles.
Overseer Support ship that buffs other enemies. Deploys shield drones, increases fire rate.

Boss Enemies (End-of-Session)

Enemy Type Description Attack Patterns & Phases
Dreadnought Massive capital ship with overwhelming firepower. Multiple weapon systems, shield regeneration, summons smaller ships.
Leviathan Gigantic serpentine creature native to the asteroid field. Charges through the battlefield, spits projectiles, creates shockwaves by slamming into the arena walls.
Void Ripper Interdimensional entity capable of manipulating space-time. Teleportation, energy projectiles, creates black holes that pull the player in.

Local automatic PR reviewer

If you want PR-style review before code leaves your machine, this repo now includes a local reviewer script and an optional pre-push git hook.

1) Install the hook once

./scripts/install_hooks.sh

This sets core.hooksPath to .githooks, so every git push runs the local reviewer automatically.

2) Run the reviewer manually (optional)

./scripts/local_pr_review.sh

By default it compares your current branch against origin/main and checks:

  • merge conflict markers in the diff
  • patch sanity (git diff --check)
  • obvious leftover debug logs in changed .cs files (Debug.Log, Console.WriteLine)
  • optional AI review (OpenRouter or Ollama, warning-only if unavailable)

You can pass a different base ref:

./scripts/local_pr_review.sh origin/develop

3) Optional AI reviewer (OpenRouter or Ollama)

The script supports two providers:

  • OpenRouter (recommended when you have an API key)
  • Ollama (fully local)

By default (AI_REVIEW_PROVIDER=auto), it uses OpenRouter if OPENROUTER_API_KEY is set; otherwise it falls back to Ollama.

OpenRouter setup

export OPENROUTER_API_KEY=<your_key>
export OPENROUTER_MODEL=openai/gpt-4o-mini
./scripts/local_pr_review.sh

Optional metadata headers:

export OPENROUTER_SITE_URL=https://github.com/your-org/your-repo
export OPENROUTER_SITE_NAME=survive-shmap-local-review

Ollama setup

ollama pull llama3.1:8b
AI_REVIEW_PROVIDER=ollama OLLAMA_REVIEW_MODEL=llama3.1:8b ./scripts/local_pr_review.sh

If the selected provider is not available (missing key/tools/model), the script still passes core checks and reports a warning.

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