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CISC-486

Arena Boss Rush TouHou inspired

🎮 Title: Touhou Souls

📌 Overview

Touhou Souls is designed as a 3D arena boss rush game. The player(s), originally from the Touhou universe, namely Reimu and/or Marisa, will be transported to an arena in another world. In the arena, they will have to survive and win against numerous boss encounters to beat the game.

🕹️ Core Gameplay

Each player can control either Reimu or Marisa to fight the incoming bosses. Perform attack combos and special abilities to do damage to bosses. Avoid taking damage from bosses by dodging. Win by beating every boss encounter. Lose if all player health drops to 0.

🎯 Game Type

The game is going to follow the arena battle/boss fight genre similar to boss fights in games like the Binding of Isaac or Hades (bosses use telegraphed area of attack patterns with some featuring bullet hell element) with the player utilizing the combo-based combat feature similar to that of Dark Souls or Monster Hunter (mix of light and heavy attacks to string different attack combos with special gimmick between two characters).

👥 Player Setup

We plan to develop the game as mainly a single or two-player game locally. While the objective of the game is same between single and two-player, the enemies in two-player will be stronger requiring the players to cooperate or fight together.

🤖 AI Design

The enemies will aggro on the player immediately after spawning/entering the arena. The enemies will have some basic attack patterns that are telegraphed and predictable with slight variations depending on the player’s position (ranged attack if they are far, sweep attack if they are too close). But sometimes they will throw in special attacks based on a controlled randomizer which the players will have to react to. The harder bosses will have phases as well that will trigger upon failure to stop the boss’ mechanics, such as powering up, which will enhance their current move-sets/attacks.

Example enemy FSM
Idle
Move towards player
Make a sweep attack
Charge for throwing ranged projectile
Summon destroyable totems
If totem not destroyed in time - add damage multiplier and heal hp
If totem is destroyed - increase damage taken multiplier and remain idle for certain time

🎬 Scripted Events

The first boss will spawn immediately after a short cinematic/dialog scene. On some boss phases, it will feature timed conditions (such as hitting them down to HP threshold, avoiding boss attacks, hitting levers to deactivate the boss gimmicks, etc.), where the player is penalized if they are unable to fulfill the condition until the timer hits 0. The sub-sequent bosses will spawn after the previous boss dies.

🌍 Environment

The game will occur in an arena. It will be themed as an underground dungeon.

🎮 Controls (proposed)

Mouse and Keyboard control W A S D move
Mouse look
Left click and Right click to light and heavy attack Esc pause

📂 Project Setup

Assets such as character models, particles and effects will mostly be made in blender, and 3DS max will be used for modelling animation. Some other minor assets may be pulled from the unity asset store, such as music and sound effects, which will be license free or commission based depending on the need.

Group Information

Members: Aniss Hamouda - 20348807 Sungmoon Choi – 20359170 Tim Zhang – 20294394

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Arena Boss Rush TouHou inspired

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