This is the internal documentation for our yet-to-be-titled game. We are Brendan Walsh and Kyle Bryant of the University of Washington.
###BUGS
All currently noted bugs should be listed below, seperated by projected ease of solving.
- empty
- Hit boxes seem to be off.
- Graphical glitches in overlapping boons.
- Particle trails don't stay/die out slowly after object has died.
- empty
###PLANNED FEATURES
Planned features should be listed below, seperated by relative implementation level.
- Make boons do stuff
- Heavily clean up code for hit-boxes
- Do heavy general cleaning of code
- Remove redundany of code
- Figure out what to make boons do
- Work on a proper debugging system
- Determine wave/boss compositions
- Begin balancing
- Create proper sprites (animated)
- Determine the theme - (Abstract/Space/Realistic/Whatever)
- Make this game something korean kids can masterbate over and american kids can still enjoy
MULTIPLAYER!!?
Pre-fab and procedurally generated waves of enemies
Visual hit indication on enemies (per hit) - flash, change in opacity
- Resources dropped from enemies
- 1-ups
- Powerups temporarily activate weapon-dependant-awesomeness
- ...?
- Swarm Missiles
- Bombs
- ...?
- normal - easy kill, average movement speed, slow firing speed
- fast - weakest armor, highest movement speed, high firing speed, comes in large waves
- tank - high armor, low movement speed, medium-high firing speed, comes in small groups
- stationary - ?
- boss - Multi-stage bosses? Mini-bosses? Final-bosses?
- arcade - Old school Raiden,
- campaign - Level-up with shop, weapon-switching, enemies dropping money, upgrading between stages ,
- Bullet Hell - seperate bullet-hell mode?
Check Facebook chat log for possible missed information http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows