🟡Asteroid Crash¶
1. Concept¶
(The concept in this document is derived from research done in this document)
My concept is a 2d sidescrolling Shoot’m-up/Bullet Hell game called Asteroid Crash.
In Asteroid Crash you are a starfarer that has been struck by a mysterious force that made you crash into a nearby asteroid field. The player must try to escape the hive of hostile aliens located in this asteroid field while upgrading their ship mid-battle.
Asteroid Crash aims to deliver 4 moderately-sized but action packed levels that end in (mini)boss fights.
Because the player’s ship has crashed, it has lost most of it’s important features needed to defend against the horde of enemies. Luckily, the ship can repair desired weapons and features back by defeating enemies and dodging close bullets.
This game’s target audience is casual players with a small amount of time that want to experience a small and action-packed adventure.
Asteroid Crash‘s upgrade feature is borrowed from other popular games in the Bullet Hell/SHMUP genre like Gradius and Deltarune.
The unique upgrade grid from Gradius fits well for our game’s purposes because it allows players to upgrade parts of their ship as they please on the fly. This is great for our game as keeping the flow of the game going is one of our most important goals.
This system also gives the player extra freedom in how they interact with the game, which gives the game some more depth.
Furthermore from Deltarune we aim to implement some sort of Near-Dodge system.
In Deltarune you gain mana points by nearly dodging a projectile, rewarding a player for risky play. This once again allows for more depth in game while rewarding players for skillful behavior.
Moodboard¶
Below is a moodboard illustrating the style and gameplay elements that I imagine would be present in Asteroid Crash.
Wireframe¶
2. Game rules¶
On game start the player has three lives. When hit, a player loses a life.
When the last life is depleted, the player loses and gets the option to go from the game over screen to the home screen.
Score is managed by enemies killed, powerups grabbed and lives left at the end of a level.
Score can be saved after the game is done or after game over.
On enemy kill there is a chance a weapon powerup will drop. Upon grabbing said powerup the weapon upgrade track goes up by one. If the player wants that weapon type, they can activate it and add it to their arsenal. If there is a more desireable weapon later in the track, a player can save their progression and grab more powerup items until they are at the desired result.
On near-dodging an enemy projectile the player’s feature track will progress. This track will have upgrades like lives up, speedup and power up on it. This works similarly to the weapon upgrade track, but can only be progressed by near-dodging.
3. MDA¶
Mechanics:
- Weapon upgrade system
- Feature upgrade system
- Lives
- Powerups
- Near-dodge system
- Score
Dynamics: - Flying - Shooting - Choosing powerup on track(s)
Aesthetics: - Challenge (With challenging content we hope to excite the player and keep them coming back) - Fantasy (We paint a futuristic world that has space travel and aliens(as of the writing of this document aliens have not been found and can still be considered as “fantasy”))
4. Formal elements¶
- Player
- Bullet
- Powerup
- Enemy
- Obstacle
- Platform
5. Level design¶
6. Feedback loops¶
7. Difficulty control¶
8. Game phases¶
9. User interface en transitions¶
Feedback pitch¶
- Idee powerups sparen goed/leuk
- Setting klassiek scheelt werk (goed)
- Mist feedback loop / balanceren