Keys -
- w,a,s,d = movement
- left-click = basic weapon fire
- right-click = fire the current special weapon (the default special weapon doesn't need to be charged, but its effectiveness depends on the # of highlighted tiles, which is consumed when used. The other 2 special weapons need to be charged)
- left-shift = hold down for a duration (currently 2 seconds) to charge corresponding special weapon (currently charges wall-bouncing projectile weapon)
- spacebar = similar to left-shift (currently charges 'MightyBlast' weapon, which acts as a projectile shield)
There's some further ideas (e.g., one involves pick-ups that gives attribute boosts to special weapons), but currently I have no plans to do anymore implementation.
Basic Design Concepts:
- robots are more vulnerable while charging or attacking (i.e.,
slower movement, reduced push resistance, etc.), which creates a
trade-off that the player must consider
- the chargeable special weapon projectiles emphasize the concept of spatial control. Furthermore, they have 2 phases (loosely speaking), where their properties are different; this makes the combat more interesting by adding variability and freshness to the game as the concept isn't widely applied in other games.
- the default special weapon is crafted to be a good damage dealer and is intended to act as a combo finisher or used to catch the opponent off-guard; it's supposed to be a "feel good" weapon.
Game-play Video:
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