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proto-ninja

Ninja party local multiplayer prototype.

proto-ninja's People

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proto-ninja's Issues

Block Timer Display

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.

Destructible Terrain

Trees can be hit making them 'crumble' and are eventually destroyed.

  • Desctructable script (Pass 1)

    A certain number of hits simply destroys the game object.

  • Desctructable script (Pass 2)

    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.

  • Animation/texture states (Pass 2)

    All the animations/textures needed for this.

Art Assets

  • Better trees
  • Destructible terrain
  • Water
  • Bee
  • Caterpillar
  • Powerup icons
  • Hazard respawn thingies

Multiple Lives

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.

  • UI element displaying the number of lives remaining (or lives taken).
  • A player will respawn if their pool is not depleted.

Character Classes

Either a scriptable object or prefab for each of these three (or four) classes. I got some inspiration from here.

  • Samurai Tanky/Warrior Class

    Essentially extra health, slower move and throw speed, but has better block cooldown and melee does more damage.

  • Sohei - Support/Religious Class (First Pass)

    For now, the opposite of Samurai.

  • Ashigaru Balanced/Foot Soldier Class

    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.

Dynamic Character Skinning

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.

Dash Timer Display

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.

Powerups

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.

  • Powerup UI

    Current powerup should show up next to the health bar, or as a very small icon floating next to the player in the scene.

  • Powerup Interaction (Pickup/Usage)

    This entails the mechanism for giving players a powerup whether or not it is spawned on the map.

  • Smoke grenade

    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.

  • Bear trap

    When triggered functions like the caterpillar but does a medium amount of damage.

  • Explosive (First Pass)

    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.

  • Boomerang (First pass)

    A slower larger version of the ninja stars that does a decent amount of damage.

Advanced Powerups

Once we have completed the Core Powerups #2, we should add more and flesh out some earlier ones.

  • Explosive (Second Pass)

    Same as before but in ninja star form.

  • Boomerang (Second pass)

    Now the boomerang can be slightly controlled and maybe comes back and can be used again.

  • Camouflage

    The player can press it to turn into a prop or simply disappear.

  • Caltraps

    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.

  • Ranged Support

    Positionable 'Air'ow strike

  • Aikido

    Melee martial art strike that paralyzes or knocks opponent unconscious for a short amount of time.

Design Doc

Start a design doc. A markdown doc in the code repo would probably be sufficient for now.

VFX

  • Smoke bomb
  • Shadows
  • Star trail
  • Lighting
  • Color grading

Character Selection

A screen that allows each player to select their character which then affects the character they actually play the game as.

  • Screen for selecting (Assets)
  • Screen for selecting (Function)
  • Tying controller to player and character selection

More Character classes

Just some more classes to implement once all other #19 character classes are done.

  • Sohei - Support/Religious Class (SecondPass)

    Can revive, relatively weak melee, but decent health. but can block more easily. Maybe passively heals.

  • Tsukai-ban

    Superfast move and throw speed, but very poor health. Essentially a glass cannon.

  • Ronin

    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.

  • Ikko-Ikki

    Something crazy

Advanced Hazards

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.

Water

Slows down character movement.

Shadow Hop

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.

Teams

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.

Ranged Attack Types

Simply the ability to cycle through all the attack types at the press of a button.

  • Rapid fire single shot
  • Slower fire fanout shot
  • Normal fire single shot

Class Asset Variation

Different classes have unique texture/animations. Needs both #19 and #26.

  • Samurai
  • Sohei
  • Ikko-Ikki
  • Ronin
  • Ninja
  • Ashigaru
  • Tsukai-ban

Hazards

  • 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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