Mad Rantz


Brainstorm: Bombing Run

Posted in Game Dev, Bombing Run by Dave on the December 31st, 2007

Various and sundry ideas for Bombing Run. This will be one big list that I will later divvy up into categories. I will also choose a subset of the list for the one-level playable prototype.

  • Critters are easily-identifiable by use of simple primary colors.
  • Bombs are easily-identifiable by use of simple primary colors.
  • Provide a ridiculous amount of things to bomb, which will in turn provide for replayability.
  • Critter that must be hit by timing your shot. Good example would be a critter that opens and closes a shield, and can only be hit by a bomb when the shield is open.
  • Getting through a level should be relatively easy. However, getting through a level and achieving more difficult goals provides replayability.
  • Goals include simple score for high score lists, bombing a certain number of a particular type of critter, using a smaller number of bombs to achieve the level goal.
  • Critters that must be hit multiple times in order to be fully removed from play. These critters could also start out very large in size on the playing field and get reduced in size upon each subsequent hit by a bomb. Or they could have a health bar to show current health and any damage taken.
  • Critters that are removed from play - just pop.
  • Critters that explode in an area of effect when removed from play, and also remove other critters or affect environment in that are of effect.
  • Critters that pop out of the ground (wack-a-mole).
  • Bombs that cause damage over time in the area of effect.
  • Critter generators that can or cannot be destroyed depending on what goals you set for the player on the level.
  • Critters that break into multiple smaller critters when hit by a bomb.
  • Critters that carry something and drops it when hit by bomb.
  • Goal of preventing critters from getting somewhere.
  • Activate triggers on field of play with bombs.
  • Buildings that can be bombed instead of just critters. Critter generator would be one example.
  • Bomb that slows enemies. Could be used in conjuction with other bomb types to make sure you strategically take out a larger number than normally possible.
  • Bomb that flips over enemies, immobilizing them temporarily.
  • Bombs that freeze or burn.
  • Critters that invulnerable to certain types of bombs.
  • Bombs that act like rain/snow when dropped - constant bombing effect instead of missile-based effect.
  • Bombs that repel/attract the critters.
  • Critters that always are in groups versus being a single entity.
  • Bombs that become turrets when dropped. Last for a short period of time shooting at critters in the area.
  • Goal of protecting something on field of play for a certain period of time. Have player hovering in place for a period of time before moving forward on path again.
  • Different speeds for moving on path depending on level design. This includes stopping in place and looping the same path or sub-path multiple times.
  • Multiplayer cooperative play possible with multiple paths. Can have AI run the other players possibly, also.
  • Have sub-goals to the level, and sub-paths. If you fail at a particular goal, you could restart at that goal instead of restarting entire level.
  • Could have mandatory goals and optional goals in the level. Optional goals will affect achievements possible to score in a level.
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