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[システム]条件付きエネミーセット[Systems]Conditional Enemy Set

Steamにて配信中の2D忍者アクションシューティングゲーム「Shinobi non grata」の仕様書(と言っていいか微妙ですが)となります。
この資料は飽くまでも初稿であり、最終的に実装された内容と異なる部分も多々あります。製品版を遊んで頂いて、どこがそのままの形で実現し、どこが変更されたかをご確認頂いても良いかもしれません(と、シレっと宣伝)。
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
また、このタイトルはフルリモート環境で、1年2ヶ月で完成した実績(準備段階含めるともう少し掛かっていますが)があるため、遠隔でゲーム開発するための参考になるかもしれません。

This is the specifications (if you can call it that) for "Shinobi non grata", a 2D ninja action shooting game available on Steam.
This document is a first draft, and there are many differences from the final version. You may play the full version of the game to see what has been realized in its original form and what has been changed (casual advertising).
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
Also, this title was completed in a full remote environment in one year and two months (although it took a little longer if you include the preparation phase), so it may serve as a reference for developing games remotely.

Conditional Enemy Set
Need for Conditional Enemy Sets

In this work, the movement speed of the own ship is fast and attacks can be made while moving, making it easy to push the gorilla to reach the goal by shaking off the enemy and reaching the goal with a minimum of engagement.

So I would like to do something like the "trial area of the first Gradius" where at certain places, the scrolling stops and does not resume until a certain number of enemies are defeated. However, we do not want to increase the cost of engineering, so we will try to implement it minimally to achieve the desired effect. This particular "scroll-stopping area" will be called a "trial area" for convenience.
Note that we are not in a hurry to implement this feature since it is not used that frequently (since it is easy to adjust the difficulty level), but we would appreciate it if it could be done in parallel with the boss adjustment.

Intention of the trial area

In addition, the trial area, in which a specific set of enemies must be eliminated in order to proceed, allows for a setting that makes the most of each enemy's individuality, and also provides new ways to play by limiting the scene, such as by placing a scroll of alter ego just in front of it and using the alter ego to play a pincer move.
In addition, there are some enemies, such as "paper dolls," whose true value can be demonstrated in a fixed space such as a trial area, so we would definitely like to introduce this "trial area.

Specific aspects

A scene where spear ninjas appear one after another from both sides.
The ninjas are rushing in from the left and right, and the attacker must jump to avoid them and shoot downwards to destroy them. By placing the scroll of the alter ego just in front of the ninja, you can use the alter ego to fight them off with back-and-forth attacks, making the game specialized for the situation.
Paper dolls that spring up
Like the Zabu area in Gradius 2, "paper dolls" appear and disappear one after another in this ordeal. Use chain scythes and elektrons to survive the onslaught.
Hordes of giant men
This is a test in which durable "giant men" appear one after another. After attracting them, use a "big tube" or "bomb" to repel them all at once.
Army of Monks
A trial in which monks spring up. Since they cannot be offset by the "Nenbutsu Bullets" fired at them, try to neutralize them by using "warding" to eliminate the bullets.

About Settings

We would like to make the implementation as simple as possible.
So, we would like to specify a point where the scrolling stops when the player steps on it, use the "Repeated Enemy Spawn Area" setting where enemies spring up within that screen, and when the player defeats the number of enemies set in the "Spawn Count limit" there, the scroll lock is released.
As with the normal "Repeated Enemy Spawn Area", we would like to be able to set multiple types of enemies. For example, 5 dogs and 10 yellow ninjas must be defeated to proceed...etc.

UI indicator

If there is a scroll lock, there must also be an indication when scrolling is resumed.
For this reason, we would like to add a "Go" indicator.
This "Go" indicator is displayed when the scroll resumes, but we would also like it to be displayed in the following cases
10 seconds before a permanent pattern-preventing character appears.
When no button is pressed for 5 seconds after the result is displayed on the result screen.

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