From 4725d0f9e3351aa1e07ae20b070dcaf2d22df879 Mon Sep 17 00:00:00 2001 From: dsc Date: Tue, 12 Apr 2011 21:44:47 -0700 Subject: [PATCH] Enviornment notes --- wiki/gameplay/env.md | 81 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 81 insertions(+), 0 deletions(-) create mode 100644 wiki/gameplay/env.md diff --git a/wiki/gameplay/env.md b/wiki/gameplay/env.md new file mode 100644 index 0000000..4727294 --- /dev/null +++ b/wiki/gameplay/env.md @@ -0,0 +1,81 @@ +# Environment Parts and Tropes + +## Terrain Ontology + +This is the stuff that the world is made out of. + + * Walls: Obstructs movement, projectiles, and vision. + * Smooth Walls: "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit. + * Rough Walls: No reflection. + * Items: Items do not obstruct anything; collect an item by touching it. + * Pits, Water: Obstructs movement, but not projectiles or vision. + * Rough: Obstructs nothing, but slows unit movement. + * Rocks: Obstructs everything; destructible. + * Shattery Rocks: Splits into quads when destroyed until it gets too small. + * Chests: 1hp; always contains item(s). + * Pots: 1hp; sometimes contains items or enemies. + * Shrubs: As pots, but also flammable. + * Spikes: Terrain that damages units that move across it. + * Vertical Spikes: Doesn't obstruct anything, but damages at a certain DPS rate. + * Horizontal Spikes: Obstructs everything; a collision damages a unit once and pushes the unit back. + * Fire: Like Vertical Spikes, but spreads to other flammable terrain. + * Wind: Pushes units and loose objects in a predictable (if periodic) fashion. + * Locks: Obstructs everything; destroyed with a key. + * Triggers: Activates an event when some condition is met. + * Panels: Does not obstruct; triggered when moved onto. + * Orbs, Levers, Switches, Buttons: Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive. + * Shells, Balls: Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP. + +## Encounters + +Modular parts of a level that could be repeated with small changes. Variants are meant to add flavor to the encounter after it's been seen to increase its difficult and keep it fresh; sometimes, they can be combined. + + +### Sleep Maze + +Implicit maze of sleeping enemies. The implied walls, rather than preventing movement, are the wake-radius bounds of the enemies in the room. Thus the "path" is the safe space through the room which does not wake the enemies. + +Variants: + + * Enemies with uniform wake radius + * Real maze combined with implicit maze + * No walls in maze, but enemies invulnerable while asleep + * Misleading terrain patterns in the room (such as channels of "rough" that seem to suggest a path) + * No walls in maze, but waking an enemy wakes everyone nearby in a chain reaction (reminiscent of MGS3) + * No walls in maze, but killing an enemy wakes everyone in the maze + * Mixed enemies with non-uniform wake radius + * Near the end of the maze, impossible to avoid waking all enemies, forcing you to run for it/fight from cover + * Add Dozers + * Add wind + * Add moving walls + + +### Dig Dug + +Room filled almost completely with rocks. + +Variants: + + * Finite drill rounds (which blow up rocks without being consumed) at the start. + * Rocks respawn at some rate, making it super slow to blow them up normally. + * Enemies spawn at the entrance (if you made a single, direct path with little room to maneuver, that's trouble!) + * After you get about half way across the room + * Periodically + * Super strong enemies after about 3/4 across the room + * You're forced to use drill rounds for the room: + * Enemies are hidden under rocks in fixed places + * Bombs are hidden under rocks in fixed places, revealing more rocks + * Rock-eater(s) start at the same time you do on the other side of the room + * There is a button (under a rock) that opens the door on the other side of the room (which you only find out after you cross the room) + + +### Gauntlet + +A narrow corridor with "holes" where enemies can shoot at you, possibly by reflecting their shots off walls, but making it hard for you to hit them. + + * Enemies with more bounces than you, so you actually can't hit them until you get closer + * Near each enemy are shells/balls that would be bounced into the gauntlet if you miss + * Near each enemy is a switch that turns on more traps if you miss and hit it + * Enemies positioned so they can be tricked to kill each other + * A bridge surrounded by spikes instead of walls, and enemies on islands with cover; add wind and/or dozers for more difficulty + -- 1.7.0.4