Game Idea “Against The Speed” by Abdulloh
10 // Dec // MMXXIII
I want to make a game that plays like a quick fast paced platformer, that has the player dodging obstacles and blockers and getting to the objective as fast as they can. I want the player to quickly complete the levels with a level selector, which would incentive multiple playthroughs.
Similar gameplay loop to Jetpack Joyride. But plays more like Vector or Rayman Fiesta Run
Spacing/theming:
- Portal 2 inspired rooms
- Abandoned Research laboratory.
- Jungle infested Experiment rooms
- Outside on the roofs of the Science buildings
The player, a war veteran who somehow stumbled upon this research lab, is wearing an experimental suit that lets him dodge, run, and glide quickly. I want him to be small, so the player can grasp the environment quicker, and see how big the environments are compared to the player.
Player movement options:
- Auto Runner, the player runs by itself with no input needed.
- Jumping, basically hopping or going over obstacles.
- Double Jumping, a versatile verb that lets the player jump again, if he missed, needs to dodge or needs to get to a higher platform.
- Sliding/Barrel_Roll, going or sliding under obstacles.
- Wall jumping, a versatile verb, you get higher by timing your jumps on parallel walls
- Vine hopping, placed randomly in the level, the player attaches to a vine rope automatically, from which either the player jumps, giving a higher arc. Or if it's not needed, the player automatically deattaches from the vine rope, not going as high.
Different types of blockers, I want to separate the blockers into two different categories, with a few exceptions and overlaps maybe. The tech side is more projectile based, while the nature side is more melee/close combat based. When the game gets frantic and hard to follow, metal looking blockers will try to aim with guns, and green looking nitwits try to get up close and personal. Here is what I came up with:
- Security AI systems trying to stop him:
- Automated rail gun turrets that target the player, show where they are aiming at. Then after a couple seconds, stops aiming, and proceeds to shoot. Does 20 percent of Damage
- Missile turrets that shoot slow missiles, which targets the player, by slowly accelerating constantly. And after a couple seconds, sets off in the angle it was facing. 30 percent of Damage
- Environmental Lasers placed randomly take almost twice the time to charge as rail gun turrets, but to compensate for how long it takes to charge, it will take about a third of the player's screen. 45 percent of Damage
- Vines or Plant stems that spike up at the player, they blend with the environment, but can be seen easily by the “cracks” or flower seeds on the ground or platform. They almost instantly damage the player, so it's better to dodge or avoid it at all costs. 10 percent of Damage.
- Regular shroom guys, humanoid plant life that wanders aimlessly in the game. Small and easy to kill and spot. Either dodge or slide and eliminate. 20 percent of damage.
- Spiked shroom guys, humanoid plant life that has a bit of a brain and will target the player in the game. Small and easy to spot. Need to dodge, unless gained a way to damage. 40 percent of damage.
Your Power suit can hold up to 3 charges of any ability/Power-up. Can easily drop, switch, and activate orbs. Like how Blur handles power ups.
There are 3 separate charges for movement that can be gathered from the environment or slowly earned by doing successful dodges from close “blockers”
Power ups/Abilities:
- Collectable Shield/Invulnerability power cell. Maximum of 3 can be obtained of this ability. For 10 seconds it is applied, where no damage can be done to the player. Until the player takes 3 hits from anywhere, or 1 from the Environmental Lasers, the shield is then broken earlier than it is supposed to, a couple milliseconds of invulnerability is applied, in which the shield break animation is applied. Then an explosion happens in a small radius, where everything is deleted or majorly damaged.
- Heals. If the player is low on health, using this power up heals instantly 30 percent, then slowly for the next 10 seconds, healing an additional 45 percent. If the player gets damaged in any way, stops healing for 3 seconds, then continues healing at the same rate it was. Majority of healing is done after the ability has been used up after a while, to encourage the player to not get damaged.
Movement Abilities, any of this orb collected, can do all of the abilities mentioned here, but they have to meet the conditions:
- Double Jump, (mentioned before).While in the air, the player can jump again to reach higher heights or dodge.
- If the player is on the ground, pressing it once gives a boost in speed, dodging most projectiles thrown by enemies (if timed well enough). and also a quick boost forward by showing his power suit uses rocket thrusters to move forward quickly.
- If the player on the ground, but holds the ability, the player does a large leap/hop that’s almost the same velocity and height of manually jumping, then using this ability again
- Vertical Boosts, if the player is pressing up, it will instantly boost the player up. (Or boosting down if the player is deliberately pressing down)
- Power Slide, if the player slides and uses this ability, the slide becomes more lethal and faster as it easily knocks/eliminates small enemies from the level. And allows to hit “armoured” and “spiked” blockers.
The goal is to reach the far right side of the map, with optional challenges for replayability and testing the player’s skills. In the game world, the player is escaping the facility he managed to end up in, by trying to find a way out.