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Planetoid Shooter

A 2D, top-down shooter in a constrained area, similar to Amorphous+. Created in MonoGame; moddable in Javascript, via ClearScript; data-driven for easy editing.

Brainstorm / Rough Notes

AXIOMS:

  • Fun and interesting
  • Data driven architecture
  • Moddable core and code -- JS (ClearScript)

CORE GAMEPLAY

  • Infinite shooter where you're stuck in an arena fighting hordes of enemies.
  • Enemies randomly generate (including their power) based on difficulty, and attack you
  • Top-down is easier to animate and stuff, we can do sideways mode later...
  • You pick up guns, mods, parts, or something (eg. laser gun, flame thrower)
  • You can mod stuff -- turn laser into a double-laser (changes energy consumption) -- trade-off is usually "more power? more energy cost"
  • Eventually, the queen comes out, and you defeat her to win.
  • It's like Amorphous+.

OTHER GAMEPLAY

  • Up to two weapons at once, switch
  • Other power-ups, like a sentry gun, shield, etc.
  • When you die, you die permanently
  • Maybe walking speed and energy max/growth-rate is based on your level?
  • Helpers can include kinetic (walking => faster recharge), solar (slow recharge if it's not cloudy/raining/night-time) ...

LATER MODS

  • You can collect resources, like crystals
  • You can build stuff, like sentries, a base, a research lab (capture live specimens?), etc.
  • You need to explore and find the queen

EDUCATIONAL VALUE

  • Biology: enemies are based on real (gigantified) bugs and creatures. You need to know their weaknesses. It's not just that uber laser kills everything, some enemies are laser-proof. Some succumb to fire, even if it's a low-level flamethrower.
  • Science: weapons are based on real tech (lasers, rockets, etc.)
  • Energy: a bit about heat vs. output, and kinetic vs. solar energy

LEVELS OF MODDING

  • Enemies are reprogrammable: all enemies code live in JS
  • Weapons are reprogrammable: all weapons code lives in JS
  • Utilities, mods, etc. are reprogrammable: all code lives in JS
  • Players can create a new (whatever) type by adding JS files, images, etc.
  • Players have some way to repackage up XNB files with new/changed assets

MILESTONES

  • Prove game with MVP: a few weapons and enemies. Is it fun?
  • Convert everything to JS
  • Mod everything.

About

A 2D, top-down C# moddable (in JS) and data-driven shooter.

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