Primary mechanics - kawabart/Wodnik GitHub Wiki
Movement and basic player abilities
Fast and responsive top-down movement designed to support both stealth and aggressive playstyles. The player can quickly change direction and reposition during combat. Movement precision is critical due to the glass cannon nature of the game. Some abilities/attacks might require snapping to target or auto-aim, so that they can be executed quickly and reliably by the player.
Basic player interactions include grab, push and takedown.
Controls
Basic twin-stick controls: keyboard or left stick for movement, and mouse or right stick for aiming.
Health
Player has 2 hp by default. Enemy attacks and other hazards usually take 1 hp from us.
If player has less than 1 hp, they die.
If player is hurt (has less than full hp) theres visual feedback - red, blinking vignette, bleeding particles from player etc.
Player can heal (+1 hp) by finishing off enemies on ground.
Health system should allow easy modification, like increasing max hp, for ballance or future player upgrades - but for now max hp is 2.
Combat and Stealth
Player attacks should be fast and lethal - especially those performed from stealth. Player can die fast in combat, so creativity and using the enviroment to ones advantage should be rewarded and reinforced. Emphasis on timing, positioning, and initiative.
While being noticed and entering combat should result in intense action, it should be possible to break the line of sight and return to stealth after that. Both combat and stealth should reward enviroment interaction. Enemy designs should reward creative, not frontal attacks (enemies using shields/forks, or armored). Player should be able to pick up props (and enemies) to use as shield, throw them, and finish enemies while they're on the ground.
Additional effects like particles and screenshakes should make attacks more impactful.
Enemies
Enemies need advanced AI that supports states for both combat and stealth. They patrol map, search for player, chase and attack when noticed, communicate by allerting nearby agents and check player's last known position. Enemy states should be telegraphed and easily readable by the player. Their actions should be consistent enough so that player can sometimes exploit their behaviour. Enemies can also be stunned or thrown to the ground, which makes them easy target for the player.
Enviroment interaction
Both types of terrain and props affect gameplay. Shallow water and mud make enemies move slower, but allow you to move faster or become invisible. Breakable props like barrels make gameplay more dynamic. Some of the dynamic objects can be thrown or used as a shield. Some elements of enviroment hurt enemies when they're pushed or thrown into them - like deep water,