CERES GATEWAY V1.15

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PROXIS LOG

[STATE OF THE GAME]

Current Features

  • > Bullet Hell System Controls & Static Type
  • > WASD + Dash Movement
  • > Collisions (fixed issue with dash allowing phase-through of blocks)
  • > SPR Turning & Anim Prep
  • > Cutscene State
  • > Branching Dialogue System

  • Content

  • > Storyline & Ability Progression
  • > Boss Progression
  • > Cutscene Dialogue 7/10
  • > Zone Design Themes
  • PROXIS TO-DO

    [PRE-DEMO FEATURES]

    Bullet Hell System

  • > Controls for: Speed, WaveTime, Spacing, Pattern
  • > Type: Static/Circular Bullets
  • > Type: Dynamic/Tracking Bullets ("Rocket" type bullets, chase after player? Different shape?)
  • > Type: Special/Boss Bullets (Unique Wave Types w/ visual displays, etc. Test it with BactP's infected attack, where the ground is a special kind of bullet)

  • Movement System

  • > Basic Movement: WASD + Dash
  • > State Machine: Node Setup & Special Arm (Make sure the arm cannot be randomly turned on. Lumen has to give it.)
  • > Multi-Dash/Phase-State/Wings/Mem-Check
  • > SPR Turning & Anim Prep (Alter old Proxi anims for this)

  • Combat System

  • > Weapon Types: Melee & Ranged, Block & Stamina (Ask about Stamina. Could be a stupid choice.)
  • > If Statement Setup: Nodes
  • > Hitboxes/Damage/Health Meter/Defense/Coins(I think I will make defense an invis stat, not able to be changed, just there to help calculate health)

  • Enemy System

  • > Enemy Parent Group
  • > Damage Types, Wander Types (Idle, Passive, Active, etc)
  • > Indiv. Enemy Health Meters
  • > SPR Turning & Anim Prep

  • Gameplay Basics

  • > UI & Static Inventory (Not a typical RPG inventory, you have slots for select items)
  • > Prayer Points & Campfires (PrPoints = Save + Heal. Campfires = Slow Heal, no Save)
  • > Passive NPC UI (AKA, signpost and shopkeep)
  • > Shop NPC UI (Refer to sketch, this is a unique shop system. Also, have Lumen be the first shopkeep. Include unobtainable knock-off Plush as a joke)
  • > Cutscene State
  • > Camera Movement & Parallax
  • > Item Pickup: Nodes/Artifacts/Key Items & Passive Pickup (Coins)
  • > Elevator & Train Fast Travel (Train? Tram? Figure out a name for this. And make the elevators those mine lifts from the dream)
  • > Ghost State

  • Miscellaneous

  • > Accessibility Settings
  • > Node/Artifact Types


  • > [DEMO]

    Zone 0

  • > Areas: Temple 1-1a-2, Connecter1, Training Grounds, Connecter2, Ruined Settlement
  • > NPCs: Lumen
  • > Items: Melee (0), Ranged (Lumen)
  • > Enemy Types: Idle, Passive, Seekers
  • > Fast Travel: Discon. TR (0-1-2), Discon. Lift (0-4)
  • > Cutscenes: Awaken, Descent

  • Zone 1

  • > Areas: TBD
  • > NPCs: Zaia, Zi
  • > Enemy Types: Idle, Passive, Seekers, intro. Lungers & Alerters. BType: Bacteriophage
  • > Items: Star (B), Map (Za), Artifacts 3 (Env)
  • > Fast Travel: Discon. TR (0-1-2)
  • > Cutscenes: TBD

  • End of Demo Card