my planning docs for my mobile first space shooter. These slides outline my design approach, mechanics of the game needed, and necessary systems required
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Next Gen Asteroids
1. Mobile first, next-gen Asteroid game, DOM BASED
TS based – deployed in Itch.io
Uses peasy-ui and peasy-lighting
Needs to detect touch capabilities or switch to keyboard if desktop
Mobile first:
Meaning that it will need to detect iOS, android, or other
Meaning that is will need to adjust the html elements to fit the device size, and to
adjust for the scrollbars
Meaning that if mobile, touch controls need to be used
All Menu items need to be touch assessable
All HUD elements need to be away from touch controls, and opaque
Fire
Lives: Score: 0
Level: 1
Ammo
Health
States:
• Intro: Game Landing page
• Game: main playable area
• Settings: Configurable landing page
• About
Intro Game Settings About
Setup new game
UI event, pause game,
open settings modal
UI event, open about
modal
UI event, close about
modal
UI event, close about
modal
Game event, game over
UI event, quit game
Progressive Difficulty:
• No more defined stages, just increased spawn rates
• Health of asteroids can increase, as well as scoring
• Increased rate of enemy AI spawning
• Level thresholds can be tied to experience of hitting asteroids and enemies
• Experience boost from destroying asteroid and enemy
Game Over when lives run out
• Life lost when health is empty
• 1 life gained with increasing level, upto max of 3
Navigation
• When moving entity leaves screen edge, it appears on opposite side
• Does not include ammo, ammo is removed from game when it hits edge of
screen
Controls
• Joystick(wasd) ‘up’ provides thrust in direction that player is facing
• Joystick (wasd) ‘left/right’ changes angle of player, but no thrust
• Joystick (wasd) ‘down’ provides reverse thrust, slows player down, or reverses player
• Tap Fire, shots ammo in direction which player is facing, ammo comes out of two
emitter points, and alternates
• Hold Fire, charged firing, with special upgrades
2. Fire
Lives: Score: 0
Level: 1
Ammo
Health
SETTINGS
SFX volume:
Music volume:
ABOUT
Fire
Lives: Score: 0
Level: 1
Ammo
Health
ABOUT
BACK
This application is made using Peasy library, for UI binding, physics, and
lighting.
Peasy Library GitHub: https://github.com/peasy-ui/peasy-ui
Asteroids Plus 2.0 GitHub: https://github.com/jyoung4242/Asteroids-Plus
Please leave your feedback on the itch.io page on how you feel on this
or any issues found.
Asteroids Plus 2.0
BEGIN
Physics (Collisions)
• Asteroids collide with other Asteroids and the collision is elastic, however, each
asteroid will have a mass associated with it, so two different masses collide, it could
transfer energy and change velocities, as well as direction and spin speed
• Asteroids can collide with NPC and playable characters as well, similar transfer of
energy, no spin change though, but different mass asteroids will impact ships
differently
• Player Bullets can collide with Asteroids and other NPC ships, but not with the parent
ship of the bullets… this applies to any ammo from the NPC as well
Combat
• Each bolt of ammo fired reduces the ammo meter by x amount, and while there is
energy supply in that meter, there is not restriction on tapping fire and producing
more ammo
• When energy depleted from meter, then fire rate becomes governed, until recharged
• Destroying an enemy NPC or an Asteroid will result in an energy boost to meter
• There is a once second recharge timer for ammo energy, and will increment x amount
of energy into meter over time
• A power up may be considered to boost this mechanic either faster recharge, or larger
capacity of energy
Scoring
• Each viable bullet collision with either Asteroid or NPC results in points being accrued
• Bonus points upon destruction of either Asteroid or NPC
• Local High scores are kept in browser local storage
3. Development sequence:
1. Screen Responsiveness and Detection
2. Game States
3. Fixed Step Engine
4. ECS
5. Entities
1. Player
2. Asteroids
3. Bullets
4. Star
5. NPC AI
6. Joystick System
7. Keyboard Input
8. Components
1. Mass/size
2. Velocity
3. Collision Detection & Recovery
4. Animations
5. Lighting
9. Systems
1. Rendering
2. Movement
3. Collisions
4. Animation
5. Lighting
10. Spawning
11. Scoring
12. Experience/Levels/Progression
13. HUD
14. Audio
15. AI system
16. Boosts – power ups