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ellipsis2.0's Issues

Refactor weapon types to use organized data

Right now lots of custom and re-used code for each weapon type, have them share as much as possible and reorganize to make it easy to modify damage/attack speed/collision types/etc.

Add Explosion

Vlambear style spawn some circles that change color once or twice and call it a day.

Stat Upgrades

-Remove total sprite change on stat upgrade

-Implement some way of showing stat upgrade (either on ship, through UI, or in a menu somewhere)

Enemy Idea: Shield Enemy

This enemy sits relatively close to the player. It doesn't attack or shoot in any way. Just sits in front of other enemies and soaks up damage until killed by player.

Think about main weapon types for mobile

Mobile can't just tap repeatedly, need to think up a way to do this. Possibilities

  • Automatic constant firing (for some weapons)
  • Slower but more powerful weapons
  • "Bombs" or single use weapons

Get rid of home brew font

Import a free pixel font from the internet. This will allow for easier transfer to Japanese and Spanish

Are mobile controls working as intended?

Swipe up and down to switch lanes, tap to shoot, swipe left and right to change weapons. It's in the movement script under player, check to make sure everything works as intended.

Player Ship Assets

Create art assets for player ships.

Base attack ship
Defense ship
Special power ship

Color should be changeable
Leave has some pixels for recent stat upgrades

Enemy Idea: Puncher

Puncher sits in the back like an aim shoot enemy, it shoots spread shot (or punch shot like the puncher from downwell) Punch shot could either hit 2-3 lines or center on one and go half way between the two lines its on. This would make the adjacent lines safe, but still threaten the player to move faster.

Could also have a basic version that only threatens one line and the space between adjacent, and then an elite version that hits multiple lines.

Screen shake in boss

When screen shake is activated in boss level screen re-centers to the center of the normal level then slides back down to user.

Level ends before all enemies eliminated

Make sure that the system that detects enemies added and removed from a level is accurate at detecting end of level. Right now the shooty lane enemy may persist between levels.

Enemy Idea: Exploder Shield

Exploder is like a shield enemy. It doesn't move towards ship, but when killed shoots out a spread of bullets.

Switching Mechanics

Does player have choice to switch whenever
Does player have reason to switch
Why would the player ever switch weapons?

  • Is player ever encouraged to switch (Reload / cooldown)
  • Does player get auto kicked to next dot during cooldown, or that just encourages player to switch?

Do certain enemy attacks switch player order?

  • If forced to switch how long is player locked on the new weapon?

Do Certain enemy attacks freeze player on certain weapon.

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