Ninja party local multiplayer prototype.
euthyphro8 / proto-ninja Goto Github PK
View Code? Open in Web Editor NEWNinja party local multiplayer prototype.
Ninja party local multiplayer prototype.
Add some kind of GUI element that visualizes the Block ability is ready to use, when it's on cooldown, and the remaining progress left before it can be used again.
Trees can be hit making them 'crumble' and are eventually destroyed.
A certain number of hits simply destroys the game object.
Should allow configuration of the number of hits required (maybe it should just take damage and have health). This will then be mapped to a progression state i.e. Animation has two texture states, but it takes three hits, so maybe hits 1 and 3 trigger the next progression state. Each progression state would involve triggering an animation and then (this depends on how Dre is able to rig up the animations) swap the texture when the animation is finished. The final swap would then be the simple removal of the game object.
All the animations/textures needed for this.
Spamming the start button when the game is starting causes multiple games to start and gives you multiple characters. Most likely a timer issue.
This will open up some options for game modes. But each player has a number of lives and will keep respawning until they run out. This could allow for deathmatch/survival or first to X points style game modes.
Either a scriptable object or prefab for each of these three (or four) classes. I got some inspiration from here.
Essentially extra health, slower move and throw speed, but has better block cooldown and melee does more damage.
For now, the opposite of Samurai.
Mid-range stats all around.
For now make it so you either cycle through each class at the press of a button or better yet, just make it random or an editor only option. We'll implement #23, Character Selection, later.
Character classes
Samurai
Sapper
Villager
Each character should have a unique color on start. Dre has already made the materials for each, either the level manager should be able to pass it to the Player or the player should set the material based on its ID.
Add some kind of GUI element that visualizes the Dash ability is ready to use, when it's on cooldown, and the remaining progress left before it can be used again.
The game needs a countdown timer
These should spawn on the map or players randomly get them on some trigger i.e. Timer, after X combo, after X damage (what should it be?). It should then appear in some UI form and be available for usage. The effect will obviously vary.
Current powerup should show up next to the health bar, or as a very small icon floating next to the player in the scene.
This entails the mechanism for giving players a powerup whether or not it is spawned on the map.
The player uses the smoke grenade and a puff of smoke about the size of one eighth-quarter the size of the screen and lasts for 3-8 seconds.
When triggered functions like the caterpillar but does a medium amount of damage.
For ease of implementation regular explosives. Either the player uses the powerup button to place a charge and presses the same button to detonate or alternatively the player places it and the next player to step on it triggers the explosion.
A slower larger version of the ninja stars that does a decent amount of damage.
Once we have completed the Core Powerups #2, we should add more and flesh out some earlier ones.
Same as before but in ninja star form.
Now the boomerang can be slightly controlled and maybe comes back and can be used again.
The player can press it to turn into a prop or simply disappear.
The player can drop these on the ground to inhibit opponents move and attack rates as well as to do a small amount of damage.
Positionable 'Air'ow strike
Melee martial art strike that paralyzes or knocks opponent unconscious for a short amount of time.
Start a design doc. A markdown doc in the code repo would probably be sufficient for now.
A screen that allows each player to select their character which then affects the character they actually play the game as.
Just some more classes to implement once all other #19 character classes are done.
Can revive, relatively weak melee, but decent health. but can block more easily. Maybe passively heals.
Superfast move and throw speed, but very poor health. Essentially a glass cannon.
It would be cool to have this class specifically weak against everything but the Samurai to which it is rather strong. So maybe defense is inversely effective at sponging attacks, low damage ignores its armor and high damage does almost nothing. While vice-a-versa, the attacks scale exponentially with the amount of armor they are up against.
Something crazy
Once Hazards #6 has been completed, here are some more ideas for hazards.
Log Bridge
Since water slows the player a hazard/anti-hazard could be a log that goes across water. While walking on it the player is immune to slow down. However, the log pushes the player to a side if the player is not walking dead center.
Trip Wire
Apparently tripwires with bells attached were used as one countermeasure against ninjas. So maybe a pile of leaves hides the tripwire and when walked on will trigger noise and a volley of arrows rains down on a quarter of the map. An easy first pass on this could be a pile of leaves that when walked on does damage to everything in some radius around the leaves after some amount of seconds.
Spike Trap
Some hidden trap door that after a moment of pressure will open to a spike pit. Basically, if the player collides with the collider for X amount of time, a spike pit animation will come out of the ground dealing a high amount of damage to the player.
Slows down character movement.
When in shadows, the character fades out.
When faded, the player can press a direction and a button to teleport to the nearest shadow in that direction.
Requires #23, Character Selection, to be implemented. The ability to choose teams and have team members be of the same color or similar shades/hues.
Simply the ability to cycle through all the attack types at the press of a button.
players are being placed off screen
Water
Nice and simple slowdown effect as the player moves through the water.
Killer Wasp
A wasp that flys around randomly until a player is within it's 'sight'. It then charges (maybe it can only go in a straight line while charging?) towards the player. Upon a hit the player takes damage and the wasp ignores all players for some cooldown duration.
Sleeper Caterpillar
A caterpillar that slowly and aimlessly wanders the map. If a player comes into contact with it the player is frozen in place for some duration.
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