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space-bum-returns's Issues

Jump Buffer (Jump)

Player will be able to press the [Jump] button moments before landing, triggering another jump.

Jump

Space Bum can jump ~3x his height. Fall state is activated when the y-velocity goes negative.

Additional Rules:

  • No wall jumps.
  • No double jumps.
  • No fall damage.

Requirements:

  • Grounded flag must be enabled.

Drops/Loot

Fallen enemies will drop various resources or health.

  • Dice roll of fallen loot.

Crouching

Space Bum will animate from Stand state to Crouched state.

Unless:

  • Locked flag is enabled.

When:

  • Player holds [Down] key.

Gameplay Menu - Resources

  • Press [Tab] to enter Gameplay Menu.
  • Cycle between Gameplay Menus.
  • View collected resources and combine them to create Ammo and Health.

Resources

Resources are useless alone, but Space Bum will collect them regardless.
Dr. Sputnik will notify Space Bum he can combine resources to create ammo.

Resources will be spawned via a Drop.

  • White powder
  • Black powder
  • Goo
  • Shell
  • Skin
  • Pebbles

Foot Dust

When Space Bum moves, dust will show up under his feet. This is strictly for visuals.

Mods

Mods offer perks to the player to make the game easier.

  • Power Belt - Decrease damage taken.
  • Shotgun Mods
    • Decrease projectile spread.
    • Increase damage.
    • Increase max ammo capacity.
  • Pistol Mods
    • Increase damage.
    • Increase max ammo capacity.

Gameplay Menu - Map

  • Displays charted map.
  • Allows Space Bum to teleport to and from Neutral Zones (only if he is in a Neutral Zone).
  • Press [Tab] to enter Gameplay Menu.
  • Cycle between Gameplay Menus.

Weapons

Weapons allow Space Bum to handle resistance.

  • Pistol
  • Shotgun
  • Grenade Launcher
  • ???

Ammo

Ammo is limited, but can be found via Drops or created by combining Resources

Inventory

Need a way to manage inventory.

  • Add
  • Drop
  • Use
  • Keep track of quantity

Health Pick-up

  • Fallen enemies will drop immediately consumable health.
  • This will not be displayed in the Inventory Screen.

Build simple level.

This should be done once we realize the movement mechanics of the Player.

Standing

Space Bum will animate from the Crouch state to Stand state.

Unless:

  • Locked flag is enabled.

When:

  • Player releases [Down] key.
  • Player unreleases [Lock] key.

Gameplay Menu - Inventory

  • Need some graphics for this (PyxelEdit).
  • Color palette.
  • Display collectables (i.e. key items, weapons & ammo)
  • Press [Tab] to enter Gameplay Menu.
  • Cycle between Gameplay Menus.

Stats

  • Health - if health = 0 it's game over.
  • Defense - determines the amount of damage taken.

Walk/Run

Walk - hold
Run - double-tap and hold

Releasing [Left]/[Right] buttons will stop movement.

Requirements:

  • Must be in Stand state.
  • Cannot be in the Locked state.

Hang Time (Jump)

The player will be able to Jump milliseconds after leaving the ground.

Moving Platforms

  • Platforms will move on track configured in Unity's interface.
  • Space Bum can be jumped through the bottom of a platform and ride it.

Armed

Armed - Space Bum will be able to aim in 7-directions (excluding straight down; Vec2(0, -1)), which mimics the current Axis value.

However some rules apply:

  • Armed - Space Bum can only aim Vec2(1, -1) & Vec2(-1, -1) when Locked flag is enabled.

Animations

Animations for Armed - Space Bum:

  • Idle
  • Walk
  • Run
  • Crouching (3 frames; uninterrupted)
  • Crouched
  • Standing (3 frames; uninterrupted)
  • Jump
  • Fall
  • Armed
    • Walk
    • Run
    • Fall
    • Crouch
    • Idle

Key Items

Key Items are that are collected and displayed in the Inventory Screen, used to unlock quests or trigger events.

Weapon Spawn

Create spawn point to show weapon when Player is Armed.

Lock Position

When the player holds [LOCK] Space Bum will not be allowed to move in the x-direction.

Also:

  • Cannot stand if crouched.
  • Cannot crouch if standing.

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