Features

2021-03-21

Priorities

  • Top-down 2D graphics, with line-of-sight mechanics, as well as lights and shadows. Flashlights, flares, or NVGs needed in the dark.
  • Procedurally generated world. Static diamond-shaped layout of sections of the world, semi-random rules for the types of sections, as well as the rooms they're composed from. Loading screens occur between sections. No backtracking, can't go back to a previously visited section. Start at the top of the diamond, goal to reach the bottom section.
  • Multiplayer cooperative play. No PVP or the like planned.
  • Physics. Knockback during a brawl, tripping on furniture. Throwing objects, small like grenades or rocks, bigger like chairs or cardboard boxes. Also 0G movement in times where there's no gravity.
  • Varied types of enemies, depending on the section, with different attitudes towards the player. Swarms, runners, turrets, gunners, booby traps.
  • Sound system aware of walls and distance. For simplicity, probably no echoes or sounds bouncing off of surfaces.

Would be nice

  • Alternative sensory systems. Radar, sonar, infrared, spectrometer gun (!), biomass detector, wifi scanner.
  • Alternative output systems. Can't connect your eyes to the radar dish. Phosphor screens with long afterimage, slowly-updating electron gun screens, cheap greyscale ink, single-color pixel LCD, analog radar/sonar display.
  • Parts-based health and armor system. Unprotected limbs are harder. Ammunitions with different characteristics, like big knockback, or guaranteed bleeding. Because 2D, no headshots?
  • Rich equipment and crafting system. Can't carry heavy things, or too many things. Can combine things to make better things.