Terrains
Use terrain tags
Tagged
Normal
It does nothing special, everything can walk on it
Grass
- Enemies on normal floor can’t walk on grass.
- Enemies on grass can’t leave it.
- Enemies can go on the grass if
- It’s been push by player when frozen
- Walked on ice and slip to the grass
- Enemy has been kill and is respawn point was on grass
- It’s the only move he can do without staying in place
Big Tree
- Nothing can pass through it but lasers
- Can’t be burn
- Moving tower(medusa) can’t shoot through
Water
- Shooting enemies can shoot through
- Only player can pass through with an Egg
- Player and monster can pass through if on ladder(temporary or permanent ladder)
- Eggs in the water will follow the stream often to a sink point.
- Current direction and sinking points are defined using(need to talk about) terrain IDs or region ID
Lava
- Nothing can pass on it unless through a Ladder or an Egg.
- Eggs in the lava will start to sink immediately.
- Ladder added by player destroy after few time
- Anything on that ladder will be destroyed when collapse
Sand
- Make player move stower
- Monster was not affected by sand
- Player was affected only if he both foot touch it
- Object pushed by player was affected only when player is affected too
Ice
- For player
- Slip until been block or completely leave the ice
- Can be immunized with a specific boots equipped
- React if both foot was on ice
- For monster
- Slip until been block or completely leave the ice
- Some monsters are immunized with a specific tag
- React if 100% was on it
- Objet pushed by player
- Slip until been block or completely leave the ice
- React if 100% was on it
Spike
- Make damage to player, by default player have 5 eath shower somewhere with item in possession
- If player lost all their hearth they got game over
Untagged
Ladder
- Can’t be destroyed
Passive Entities
Terrain type
Tree
- Nothing can pass through it but lasers and fireballs
- Tree can be burn if user have a specific consumable item
Rock
- Nothing can pass through it
- Can be destroy with appropriate item
Mapping Arrow
- When player goes on it he will follow the path to the end if not blocked by something like a block
- Enemies and objects are not affected
Event
Arrow
- Player and enemies can’t pass through it from the side
in which the arrow points
- Block player even if he try to pass only by half
- A specific item can rotate arrow orientation clockwise and another one counter-clockwise
- When used item gets removed
Switching
Arrow
- Same as event arrow, except that each time player leave it the arrow change side to the side where the player just left it
Moving type
Block
- It counts as an obstacle for everything.
- Can be pushed by the player if he’s aligned with it
- Can’t be push in water or lava
Floating box
- Basically, player can jump on them with 1 tile empty between them.
- They can fall in water if player stay to long time on it in some case
- They also can be jump on only half of the time (they go up and down)
- They can move following a path
Object type
Heart Box
- It counts as an obstacle for enemies and projectiles.
- If player touch it event by a quarter, tower will not shoot him event if player is between tower and hearth box
- Can be picked up by the player by getting exactly on it.
- It’s can give item to the player(ball, ladder, fire, etc.)(added to the level directly)
Teleportation point
- When walking on a teleportation point, player was teleported to the teleportation point with same tag id, if more than one, random
Exit Door
or stair
- It opens only when the Pearl Box is collected
- Teleportation manually handle
Ladder
- Can be placed only on water or laver
- If placed in water, it’s stay there
- If placed in lava, he get destroy after some time
- Allows the player, monsters and objects to pass on it
- 16:30/16/45
Brick
Ladder
- Can be placed only in laver
- get destroy after player move through it twice
- Monster or objet using it don’t affect the count down
Pearl Box
- It counts as an obstacle for enemies and fireball but not tower.
- It starts closed and opens itself once all the Heart Boxes
- It can be taken by player by getting exactely on it.
- If in a row of a tower, and try to take it, player will get kill before ennemie get destroy
- Once collected it destroys once for all all the enemies in the level
Including fireballs and opens the exit door.
- If you are on the box and sleeper touch you, he start sleep
Switch
- When player move on a switch that activate it or desactivate it
- When all switch of same color was activate in same time, that destroy all totem of same color
- They have 4 different color
Temp
Switch
- Act the same way then normal switch except that he as not been desactived by player but by a timer
Enemies
Basic
Enemy
- Player can’t move trough an ennemie
- All ennemi become an egg when shoot
- All enemies respawn at their default location but get destroy if something using the space when they are about to respawn
- Ennemie who die in lava when bridge colapse will not respawn
- It’s becomes active after the first player movement input
-
Egg
- it doesn’t move but can be pushed around by the player
- He get back in the normal ennemy form after some time defined in the script option
- If pushed in water it floats providing a surface for the player to be on but not monster or objet
- to travers water, it moves following the stream and eventually sinks when encouters a water skin point.
- If shot it gets detroyed even if he was in water(explode not fly)
- if they have no sink point in his path he will still turn arround forever
Snake
- It doesn’t move, is basically a basic enemy and can’t hurt
- Eyes alway look at the player direction, but totally optional.
- He will be graficly replaced by the fuzzle monster(cute)
- He respawn at it’s default location when destroy
- If Anything excep player himself is located where it’s supose to respawn, he will go to his second respawn point,
- If a box is on his second respawn point he go to the third,
- If third one have one he just get deleted.
- Respawn point define in a comment
Slime
- If he touche player event partially, player get kill
- It’s stay one second on each time
- He will not run after player but if player is next to him, he will move on the player at is next move
- He alway move by a small jump to the next location
-
- They don’t react like other monster, they have a nest on the map where they reapawn. Each next will produce slime each 5 second until all his slime was on map.
- Slime was not affected by ice
Green Elf
- It keeps moving forward, upon encountering anobstacle it changes
- Alway turnis by90 degrees on the same side(following the border)
- If he get in same row or colomb then the player and see him, he will then run to the player.
- If player move row or columb, the monster keep streigt
- If he touch player event partially, he start to sleep
- If killed asleep, he will respawn awake
Drake
- it doesn’t move, and always faces the same direction.
- If the player gets in its line of site even partially it starts to shoot fireballs, even if there is no line of sight.
- If he touch player event a quarter, the player was dead
- It doesn’t shoot more than one fireball at a time.
Fireball
- When spawned starts moving forward at a fixed speed
until it encounter a partial obstacle and stop to exist.
- If the player get hit even partially he gets killed.
- It’s posible to shoot a ball that will cancel the Drake ball.
- Hearth, ennemie, box, everything block it except tree
Statue
- It doesnt’ move
- if the player gets partially aligned with it, he do nothing
- If player get fully alligned with it, and there is a line of sight, he will shoot and instant kill the player.
- When is manacins a very transparent laser appear to show ther it chets blocked
Laser
- A continuous beam that stops at the nearest partial obstacle.
- If the player is partially touched he gets killed.
Moving
Statue
- Same but move horizontally, vertically, or random defined with tag.
Moving
Laser
- Same but move Horizontally or vertically defined with tag.
Skull
- If active It chases the player and kills him upon partial contact
- He use the fastest way to get to the player
- But if he don’t have a way to get to him, he will moving streigt and only calculate back if he can reach player the next time he touch a wall(in front)
- skull don’t follow border and alway have the same speed
Armadillo
- If active It chases the player and kills him upon partial contact
- He turn arround the map by left or right border.
- He in same row or columb then player he start running faster at him but only streigt.
- If he enconter an obstacle and randomly go right or left.
Walking Block
- Keeps moving aroung slowly changing direction upon ecnountering an obstacle and prefering 90 degrees turns.
- Is reaction is different from right to left and up and down.
.
Right to left:
- He never run
- He stop one space before player
- He never push player
- In fact he don’t care about player
Up and down:
- He run after player and push him even if player partialy touch him
- He can push player over grass but can’t go on grass
But these mouvement are really specific and im worring that will considered as copy. So maybe just create two version, one that alway run after player and another one that never run after player or give possibility to add tag to define reaction for each case.
Whale
- When in row with the player, he aspire him(like grapping slowly)
User still able to move sideways
- Block, protect from it. Must have absolutly nothing between for aspire player. (except grass, water or arrow on floor)
Spike wheal
- They turn arrod the map and never leave border
- Move to the right or to the left. This will kill player and monster if he touch them.
- If two wheal touch together that do nothing, they jsut pass trough
Trempoline
- located in border if the map. Have no effect without ice ground.
- When we push a block or anything to him, he will push it back.
Big hammer
- When something is iced and kicke to the hammer, the hammer make a turn and it back the objet in the other direction
- 40:06
Cannon
- Alwat shoot fast to the player, the player must got protection to move.
Objects:
FireGum
- Use to destroy one treee
IceGum
- Use to froze an ennemie or block ennemie projectile
Dynamite
- Use to destroy block
Harp
- Make all ennemie sleep for some time
Levelkey
- Get when level finish(not really usefull)
Lader
- Use to add ladder
IceBoot
- Equipement that make player able to walk on ice without slip
IceStick
- When equiped, player can shoot as much as he want of ball
IcePole
- When equiped, player can put a ice button on any ice floor
- He can also remove it when he want
- He can shoot ennemie but theyt got iced instead of a ball
- Ehen shoot twice, it’s just ice them again
- Ennemie iced will turn back original form after few time
- If kiked they reat alwat like if they was on ice
- If fall in water, that create a new ice floor
- Some ennemy can be immunized to ice
IcingSwith
- When activate, all ennemie on map get frooze for some time
Arrow
- When used it’s trow an arrow that will activate self switch defined on the event that he touch.
Grappin
- When a “cible is on a wall or some objet and used shoot on them, that grab player at it like in zelda
Script call /others
Move_to
- Can be use for make cinematic a lot faster.
- Parameter (destination, speed, frequence)
Days/night system
- Can be activate or desactivate by map.
- Can b activate and desactivate manually
- Speed can be change
- Color can be set
- Night can be desactivate inside house, letting light came out by windows and door.
Weather effect
(later)
- Can set various weater effet with sound
- Add ability to set the player to left foot print on snow
Light ffect
(later)
- Candle
- Light
- Etc.
Note:We need to have a fast way to reset level, a button maybe when player get jam. ALso we need a way to show player how many he get from each item
I thinking that maybe that will be better instead of putting all ennemie in a ball to just ice them, more safe for copyright and can do the same thing
Some lightning effect can be usefull, I don’t know if current script will be compatible with your script
A system for ipad iphone to make them able to play will be needed eventually
A swimming system will be needed too. Need to found a way to differenciate when player swim and when is walking in the bottom of the water with metal boot. Passibility was diffetent. I thinking about different map but not look good.
I planing to for developpment of a full half body talking system.