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major component redesign:
every component has a big struct with everything
when using the unit, condensate every component's struct into one, which is
used in parallel to the army array
-> i actually did it i cant believe it.

i want an overworld map graph
why would you want to traverse the graph? 
  to get better loot 
  to get to the final boss
  to evacuate -> i like this one
what is in the nodes? 
  battles and loot
  
expansion: 
    who are you?
        a small army
    what is the means of transportation?
        a transport airship
        a train
        by foot, they are all vehicles afterall
    what's the thing? the objective?
        planetary explosion, evacuate
        important information dispatching, get to comms facility
        retreat to safety through a battlefield
    do everybody know about the thing?
        no, only you
        yes, everybody is scrambling to save themself
    what's the incentive to not blow up the infrastructure?
        they don't even know
        they need it
    i need battles to happen:
        there is a battlefield
        everybody walks around with an army
        there are enemy entities with the same objective as the player       

raid:
    you and a small army are dropped in enemy territory
    
    the objective is to 
        make a big army
            by exploring and finding stuff
            by battleing and scrapping enemy stuff
            by events
        get to a spaceship
        
    you go around by train, combat troops do not transport themselves
    every station has events/battles/shops
    when you have a large enough army, get to a large spaceship and leave
    the enemy redirects forces to fight you off, so be quick


descript: arena clone + autochess

turn: move+attack


unit design space:
dps ranged
dps melee
tanks
knockback
snipers
aoe
healers
slowers
stunners
kamikazes
attrition (battery damage)
commanders


units composition:
component robots, they are made of components
basic bot: brain, chassis, weapon, batteries.
.brain
.chassis
  .locomotion
  --motors (what are they needed for? actuators, meeeeh) meeeeeeeh
  weapons slots
  battery slots
  augments slots
  armor slots
.batteries
.powergens
.armor (set of floats for every damage type)
.weapons
.augments (sensors, ai enhancers (priority targeting, tactics))


units stats:
damage (float)
damage type
  pierce bullet
  impact
  spread
  explosive
  laser
  fusion
  emp
armor (set of floats derived from chassis and armor slots and augments)
reload (turns in between shots)
speed (turn in between movement)


further expansion:
roguelike (1-3 hrs runs, build an army along the way and fight 50 times to win)
rpg (5-30 hrs, long game with map and npcs a story and whatnot)
long rogue (1-10 hrs, open ended roguelike, infinite battles, map)
^ those but multiplayer (yikes for devtime but nice for lols) up to 8 ppl tcp