2. Energy Tank
1.Energy tank, an
energy container
2.1 Charging =
Energy value up
2.2 Discharging =
Energy value
down
3. Activation
3.2 Activate when
stop stocking
energy
(Discharging)
3.1 Activate when
energy exceed
critical value3. Two ways to
activate function
with stored energy
Type 2 Type 1
Type 1
Type 2
Function
4. Spaceship
• Two Energy Tanks, One Button
Weapon
(Type 2)
Shield
(Type 1)
Button
Shield Energy Tank
Activate Energy
Shield when energy
exceed critical value
Weapon Energy Tank
Fire weapon when
discharging
Release Button
Energize Shield
Energy Tank
Press Button
Energize Weapon
Energy Tank
5. Actions
• With one button charging, spaceship can
performe Normal shot, Charge shot and Raise
shield.
6. Normal Shot
• Release button when Weapon Energy Tank
stored with energy
Weapon Shield
Pressed
Weapon Shield
Pressed
Weapon Shield
Release
7. Raise Shield
• Keep releasing button when Shield Energy
Tank’s energy exceed critical value.
Weapon Shield
Release
Weapon Shield
Release
8. Charge Shot
• Release button when Weapon Energy Tank’s
energy exceed critical value.
Weapon Shield
Pressed
Shield
Pressed
Weapon Shield
Release
9. The Dynamic Balance
• Interactions
between spaceships
will be a simple
dynamic Rock-
Paper-Scissors
balance (with timing
issue)
Raise
Shield
Normal
Shot
Charge
Shot
Ship 1 Ship 2
VS
10. Charge Shot break shield
Ship 2 got break shield and follow
punishments:
1. Severe damage
2. Unable charge energy for a
moment
So ship1 have chance to start
charge shot safely
11. Shield defense normal shot
Ship 1 get no damage and ship 2
and get punishments:
1. Need time to raise shield or
start another attack
So ship 1 get no harm and have
chance to start normal shot safely
12. Normal shot terminate Charge Shot
Charging
Ship 2 get punishments:
1. Weapon Energy Tank leak
energy (=0)
2. Unable charge energy for a
longer moment
So ship 1 get no harm and have
chance to start combo shots
safely
13. Further Thoughts
• Various weapons & shields (quick shoot, laser,
missile, reflection shield, reaction shield…)
• Maneuvers(Dodge, quick turn…)
• Reaction with range
• Switch targets