Design - YunqianAo/Filosaurios GitHub Wiki

Page Content


Narrative Structure

The game "Super Smash TV" introduces us to the year 1999, where television "has adapted to the violent nature of man", because of this one program dominates all the others: "Smash TV". It is a competition where two contestants fight for prizes. Each one is equipped with a high number of powerful weapons and locked in an arena, they will have to fight against revived former contestants and defeat the final boss of each arena to get the prizes. The action takes place in a studio surrounded by spectators and is broadcast live via satellite around the world.

The game takes several ideas from the movie "The Running Man": a cyber-punk dystopia where the main entertainment medium is this program called "Smash TV".

Analysis Of Each Level

Items

Sprites Name Points Description
Gold Unknown Gives points
Silver Unknown Gives points
Silver+Gold Unknown Gives points
Money Unknown Gives points
Green Gift Unknown Gives points
Red Gift Unknown Gives points
Yellow Gift Unknown Gives points
Orbitting Orb None An orb apears Rotating the player and shots on teh direcion the payer is shoting. Disapers when the player is hit
Ball Laucher None Changes de player weapon to one that fires explosive beach ball on an arc. Has a limited shots
Invincibility Field None Gives the player a green circle around them that explodes ever everything at contact. Lasts (Unknown) seconds
Key None Unknown
Smart Bomb None Kills every enemy in the screen
Speed Bosst None Boost the speed of the player
Shotgun None Changes de player weapon to one that fires 3 angled projectiles. Has a limited shots
Orbitting Blades None Surrounds the player with 5 Orbitting Blades that kill everything at contact. They disapear individually with a few impacts
Grenade laucher None Changes de player weapon to one that fires angled granades limited range. Has a limited shots
Rocket laucher None Changes de player weapon to one that fires rockets. Has a limited shots
Live UP None Gives a live to the player

Enemies

Sprites Name Points Description
Unknown (Green Enemy) 500 Walks to the player and ataks at mele range
Unknown (Pink Enemy) 500 Like the green enemy but walks faster
Unknown (Bomberman) 2350 Moves in a square on the arena. If not killed explotes in (Unknown) seconds and fires 8 angled projectiles
Unknown (Turret) 5500 Stationary enemy that shots bursts of 3 consecutive projectiles. Has a 180º angle
Unknown (Tank) 500 Moving enemy that shots bursts of 3 consecutive projectiles. Has a 360º angle
Final Boss Unknown Moves horizontally and vertically. Spawns with 2 turret enemies up front. To attack shoots lasers thro his eyes
Final Boss (without head) Unknown Only moves doesn't shoot
Unknown (Killer Roomba) None Moves towards the player and hits on impact. Shows up if the player doesn't move to the next room in (Unknown) seconds.
Mine None Explotes in contact with the Player

Gameplay

The player enters the room from one of the entrances. There are four entrances in this room. Afterwards, enemies randomly appear from these entrances. The player will use shooting weapons to kill the enemies. The number of enemies increases with the number of rooms. Obstacles and gifts randomly appear in the room, which can be used to upgrade levels and change weapons. The gifts obtained will add points at the end of the level. Player experience can be obtained by killing enemies. Each room will have a special enemy, which will be stronger than ordinary enemies, and the boss room will only have a boss.

Eventually we can access a special "bonus" room, which will allow us to collect many more points than normal rooms, normal enemies will appear but in a greater quantity.

Another aspect is that the player cannot wait in the room that he has already completed, since an enemy will appear after a few seconds that will chase him until he is killed.

Mechanics

As for the mechanics, there is not much to worry about, the player must master the ability to move while shooting, and the difficulty of this would be to coordinate the buttons well so as not to get confused since it shoots directionally with different buttons.

On the other hand we could talk about power ups, the player should know when to take one and when to wait to use it at the perfect time. You should also know what each one is for, so that you can take advantage of them much more.

You can see the description of each item or enemy at the analysis of each level.

Controls

These are the different control inputs that the game have.

Return Home