Wednesday, April 8, 2009

Chains - This ain't your grandpappy's combo system

Yes, yes, I know I need to get the physical representation of the combo system into the hands of those of you who just don't "get it" so you can try out what we are doing with the music in the game. In the meantime, all I have is words, so I guess we'll all have to deal with that.

Oh, and in case you were wondering, I chose the term chains because of obvious reasons, but also because you are binding your code to your enemies.

The following is how the system will work:
  • Stratus "activates" himself in an area, triggering the AV (Anti-virus) squadron
  • Instead of alarms, the beat will begin to rumble the environment in waves, the movement will be based on the central beat that plays (changes each level).
  • Stratus will now be able to choose his weapon, but he will only be able to play one instrument at a time. The player can change this on the fly by switching the weapon, but will only allow one instrument per chain, to avoid discord. We want you to make music, not some stupid "bash on the piano" sounding beat. There may be a way for us to incorporate switching weapons between combos with a notifier of sorts, but that is to be discussed at a later date.
  • Stratus will be able to shoot at any of the key points of the enemies at this time; he can choose to lock on, or just look "down the scope" and pop off unassisted shots.
  • If the player doesn't follow the chain by continually shooting lighted segments of the enemies, and shoots an unlighted portion of the body, the chain will break and the "combo" will reset.
  • When you fire off a shot, it will ping as it sinks into the enemy to signify that you hit a correct section, and will play a sequence of sequential notes with each successful hit that represent the sequence in which you are playing. You don't actually get to hear the whole segment until the enemy is defeated, and the music will then play during the correct segment of the "beat" (think Lumines, where the bar passes over the playing field and activates your blocks you've combined as it reaches them). This may somewhat pause gameplay to ensure correct beatmapping of the song.
  • When you defeat enough enemies to fill up your energy meter, you will shut down the sector (the lights will go off, but the next area will still be lit up) and you can proceed to the next one.
That's all I got. I told my friend Chris who is going to help me with the game that I would get this system figured out, so here it is.

Let me know what you all think!
-Bryan

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