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6 Technical Design Document
1. Fang - Dash
A trail effect must be added following Fang's movement when using the Dash.
Fang must be invulnerable when dashing. Deactivate collisions when in dash state.
Ensure tat no damage is recieved while dashing, and can dash through lasers.
The player can only be able to dash inside the nav mesh. Any obstacles shortens the dash, and they cannot be trespassed.
Design Team is considering adding a dash animation pose.
Cooldown: 2 seconds (needs testing)
2. Fang - EMP Field
The field is represented using particles: A hemispherical electic field that grows from Fang to a certain radius.
The interaction is performed using a Kinematic Sphere Collider, part of the Player (or Fang) GameObject.
This collider is created with radius 0. On activating the ability, it expands the collider radius, so it grows to the max range.
The particles effect and the collider radius must grow at the same speed, if the particles effect is not instantaneous.
The collider must interact with enemies and enemy bullets, so a new Collision Layer might be necessary.
Enemies will need a new state: Stunned. In this state, they become static for some seconds. More details on this in next chapter.
Cooldown: 7 seconds (needs testing)
3. Fang - Ultimate
Bullets are spawned from the Player in a 360º AoE, hitting all enemies in the area.
When using this skill, Fang becomes stationary until it ends (no movement, rotation or any other skill including Switch and shooting). This might be achieved cancelling the input that the scripts receive.
The bullets do not appear at the same time:
- 2 Burst of bullets are generated.
- Each new bullet of the burst is generated with a small delay in time.
- Each burst starts in the Front direction of the player.
- One of the bursts rotates clockwise (adding a positive angle to the next bullet), and the other counter-clockwise (a negative angle).
- The total rotation for each burst is 540º (360+180).
- A new bullet will appear every 5 degrees of rotation. (needs testing to define the appropiate angle)
The duration of the animation and the bullet generation must match.
It is not necessary that the bullet generation matches the animation at every frame.
The bullets (and their trails) should not be generated at the center position of Fang's GameObject, but at a certain radius of it, more or less matching the radius of Fang's arms during the animation.
Cooldown: 15 seconds (needs testing)
New enemy state: Stunned: Cannot move/attack. Electical particles around its body¿?¿?¿ Another color texture like hurt.