Planned Features - SilverMagnum/Project-Shadow GitHub Wiki

Planned Features

1. Reimplement the menu system

The main subfeature will be a level editor.

This feature will allow the creation of various test rooms.
Ideally, this will allow some dynamic level design.
(By which I mean, it'll be easy for either of us to make levels and test them.)
If there is ever random level generation, this will be the way it will interface with the game.

2. Create a simple feature test room

Player spawn

This will be an invisible point where the player first appears.

Guards

Guard functionality will be its own major feature.

Walls

Standard block that prevents the player from leaving the arena. _It might be important to merge these blocks later.

Pillars

A singular wall which will be important for lighting. These will be the initial/main way to hide.

Torches

This will be the initial/main light source of the game.

3. Giraffics

Player Models, Guard Models, Animations, Textures, and anything else we'll need.

4. Guards and Relevant Mechanics

Player Detection

Guards can detect players depending on the direction they're facing. They'll also be able to detect players within a small space all around them (no bumping them).

Standing Patrol

Guards will stand in place and never move.

Turning patrol

Guards will rotate in position (to check down two different hallways for example).

Walking patrol

Guards will follow a path that can be set. When they reach the end of their path, they'll either turn 180 degrees clockwise or counter-closewise. If the path turns, guards will only turn towards the next part of the path. If the path loops, guards will never walk backwards along a path.

Dynamic patrol (FUTURE)

Guards will stop at various set points and do a turning patrol before returning to a walking patrol. Guards could also do a standing patrol before going into a "rest mode" where they leave their post.

Chase the player

Guards that detect the player will chase after them. Their line of sight may be extended to a much greater length.

Breaking line of sight

If there's a shadow in the line of sight of the player and the guard, line of sight is broken. (Players can hide in pockets with shadows.) (Players can also run through shadows to confuse guards in pursuit.) If line of sight is broken, guards will pursue to where they last saw the player before returning to a patrol.

5. Combat

Engaging in combat

Players can choose to fight pursuing guards or attack them from the front. Single guards will be like minibosses and be hard to take down 1 on 1. It will get significantly harder to fight multiple guards. If the player doesn't dodge well, they can go down in a few hits. Guards will take many hits to take down.

Stealth kills

Players can attack guards from behind to critically strike them. This can one shot enemies, but some may only take extra damage before switching to attack mode.

Combat Rolls

To make combat hard but fair, players will be able to dodge attacks, forcing them to move, but giving them invincibility frames.