@ mystran
Thanks a lot, really interesting post! Currently, the power-ups make the player stronger ( increase his attacking power by 2x ) for the short amount of time. If player is not shooting, this time is not reduced. More precise description of problem is this: if there is double amount of enemies on the screen, they will drop double more power-ups, and the power of power-ups is so big that the player will not need to collect them all to clear the screen which results in player having power-ups all the time. ( even though they disappear after few seconds if not collected ) .. On the other hand, if I make them too weak, this is a problem in levels where there is not many enemies because it is harder to hit the target, so you don't gain so much from it. With 1 power-up you don't kill as many enemies. So, maybe I should just tweak more the damage factor to make this work.
I will try to explain the basic mechanics of "Rocking Pilot". All this is still work in progress.
If any of you would like to give it a scan, give me any feedback on how I could make it better, I'd love to get your input.
0) PROPELLERS
A) NORMAL MODE
- they kill instantly any enemy soldier in range
- they inflict damage to other enemy units ( tanks, planes etc. ), but player must be careful to not come too close and crash ( lose life )
B) GOD MODE
While player holds the special button, propellers extend and switch into GOD mode.
Benefits of this mode:
- larger close combat radius ( any enemies in range will receive amount of DMG per second )
- immortality - player cannot be damaged
- increased movement speed - player can change his position to gain the advantage
- deflects all enemy bullets back into enemies
- deflects gas ( poison, smoke, fire etc. )
Basically in this mode player can win in any situation.
Limitation:
- it lasts only certain amount of time, few seconds
- it can be activated only if the helicopter temperature is below 25%
While the propellers are spread, he is immortal, and he inflicts huge damage to all enemies in range. While this mode is active, the helicopter overheats, and once the temperature is too big, the attack mode is switched off.
Player must reduce that heat by shooting it out through his weapon.
Because of this player needs to switch very often between this two modes.
1) SCORE
Player increases score each time he kills an enemy. This score is multiplied by current combo amount.
2) PROGRESSION
At end of the level, player is rewarded with variable number of stars. Number of stars is proportional to score.
For example, in first level, player needs to score 5000 pts to receive 1 star, 15000 pts to receive 2 stars, and 30000 pts to receive 3 stars.
In each world there is around 5-8 levels. To unlock next world, player needs to have certain number of stars.
Score is a requirement to progress. Thus, it is super important.
3) COMBO SHARDS
When enemy is killed, it will drop few collectible shards ( pickups ). For each shard collected, the combo will raise by 1.
If not collected, combo shards disappear from the screen after x seconds.
Challenge: how fast can player kill the enemies, how much time he needs to spend to move his position in range of shards, and most important - in how much risk he gets involved by collecting those shards.
Neither of this is currently visible enough.
4) RISK & COMBO
I think the most interesting balance is : "to increase the combo, you need to risk" which translates into "to get the higher score, you need to risk, which rewards you with progress ( new levels and power-ups )".
Few possible solutions:
1) Enemies come in groups so combo shards will always be close to the other enemies.
2) Most often, spawned shards are near the edges of the arena. New spawned enemies will attack this area.
On paper this sounds great, but it doesn't work so well in practice.
5) COMBO TIMEOUT DROP
If player doesn't collect combo shard in x seconds, the combo will drop to 1. This time can be extended by dealing damage to enemies, either by shooting or propellers.
6) POWER-UP
For each X combo shards collected, new power-up is spawned, 300px away from the player, towards the center of the arena.
When collected, player deals 2x more damage. It lasts around 1-2 seconds and is reduced only while player is shooting.
If player collects power-up while another power-up is already active, that power-up will increase in power by 20%.
There are some other benefits and variations, but it would be too much for this post.
Purpose: reducing enemy count + magical moment that feels good.
7) ENEMY SPAWNING ALGORITHM
To make the power-ups and combo system work I think it is crucial that this is done really well.
Since I just added power-ups and combo system recently, I don't have much done in this area at the moment.
I am also not really satisfied with the current spawning system, so it would help a lot to hear suggestions.
To make the power-ups really work, I think it is required that there is almost no cap on the max number of enemies. This way, player would use power-ups to reduce that count to something he can manage with his normal weapon.
OTHER STUFF
Weapon has an infinite amount of ammo.
Player has 3 lives, one life is reduced when player receives damage. There is no common way to recover those lives, they are reseted on level restart.
Controls : twin stick or WASD + mouse.