only 1 type of attack, a katana slash (no mouse control needed)
sekiro like parry and block system with posture bar
dashing mechanic
if you attack someone while you are falling, it deals 2x the damage and also 2x damage to the posture bar if blocked(not parried)
but if you get attacked while you are falling it deals, you get hit with 1.5x damage and also 1.5x damage to the posture bar if blocked(not parried), and also deals significantly higher knockback
once the posture bar breaks, the player is stunned for 3 seconds
you can recover posture bar by either not getting hit or parrying
Game Implementation
instead of making features, add systems for each feature, systems must all work together, and the systems are abstracted
flexible component model
“plugins system”: everything is a plugin
event based mutation - everything interacts together by utilizing events
Simple, Portable, Immediate mode UI with egui - Overlay UI that works amazing with Bevy game engine - like admin based UI that can be used to do/test certain features and parts of your game
EXPERIMENTAL: let users create their own maps somehow
tilemap based maps
there would be atleast 10 maps, each with its own quirks and specialties
maybe add stuff onto each map that player can interact with somehow, maybe physics or something like that
more maps
each map contains 2 type of spawn points in it’s metadata: (these things only spawn if a player is not nearby, if a player is near any of the spawn-points, nothing spawns there)
item/boost/power-up spawn-points: at these places, power-ups spawn that players can get, these powerups can be customized in the server
player spawn-points: at these places player respawn after death
Multiplayer Server
along with the game, you get a server executable that you can use to just run the server to which the game clients can connect to
the server will have it’s own configurations and it can also set one of the players as the host in it, maybe based on some unique characteristics
maybe the players can register into the server when connecting so we always know which player is who, like proper authentication, but just with this server, like on this server, what is your username and what is your password
there can be a simple SQLite database to track all that information, and check what username has already been registered and what is free
from that SQLite database we can determine which player is the admin or the host of the server
we can use radminVPN to actually play the thing online
EXPERIMENTAL: in the multiplayer section you can also add bots to your games, the bots will have difficulty settings that you can change(easy medium hard, also mixed)
you can select the order of teams in settings: say you are playing team deathmatch with your friends and you all want to play against the bots, it is a simple drang and drop setting in the server or something like that
PRACTICE_MODE: just connect to the server, choose the map that you want, choose bots if you want, and practice on your own if you want
FIRST_COME_FIRST_SERVE: when starting a game, players will be prompted to choose whichever spawnpoint they want to spawn in (just for the first time, after that it’s random), each player can choose only 1 spawn point and if one player choses it, that spawn point is gone, the next player cannot choose it, so if you want a spawn point, be fast to grab it
Mechanics
MAYBE: 2d top down shooter like call of duty with most of call of duty mechanics, the vision wraps around obstacles like you would see in a 3d game, but instead it is in 2d top-down and the rest goes black with less opacity, the players are only visible in the region that is visible
on the base of it, the player has to choose between various skills that they can add to their character
Sekiro inspiration: throughout the game, there is no way to level-up your character, you don’t even onlock any skills, the only thing that you can level up is YOU
sekiro combat but multiplayer
the only thing you get upon level up is cosmetics etc and nothing else
players can make various “builds” like they make classes in games like Call of Duty, each build can be tailored to specific functionality
there can be a system that ensure that some skills are incompatible with some other skills and some skills need some other skills to be used
cooldown based attacks
EXPERIMENTAL: combos: some specific skills need other skills to be used, these types of skills can be stacked on top of the skills they need as a combo
EXPERIMENTAL: parry, block, dodge, reflect mechanic just like sekiro or elden ring
Sekrio + Call of Duty - add guns and weapons from both call of duty games and sekiro but you can parry everything including bullets from guns and any weapon attack, literally everything is parryable if you have the skill to do so
Game Modes
there will be time limits to the games that can be set to unlimited for some game modes
there will be earned point or kill limits to the games that can be set to unlimited for some game modes
last man standing
points/score/kills based winning system at the end of a match
MOVEMENT_ARENA
movement is the main mechanic
stripped away of skills other than movement skills
just like a “game of tag”
the person who is tagged it at the end of the game looses the game and gets zero points and everyone else gets 1 point
every player can choose the movement based skill set and all other skill sets are not allowed
PROCEDURAL_WAR:
before every round, the players are granted chance to choose between random skills that they can build their character/skill set upon, it is completely random each time
Movement
topdown or sideways(like Mini Militia) movement
dashing mechanic that players can use just like in games like Call Of Duty or something like that