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DESIGN.txt
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*******************
* Sink or Swim *
* Design doc *
*******************
Pitch:
FTL meets Silent Hunter 3.
"Pressure, stealth, planning, disasters, explosions"
keep your crew alive as you hunt enemy boats.
Core Game Loop:
Navigation Phase
Intercept enemy boats based on reports.
- Shape/Map drawing tools to help?
Attack Phase - (The good stuff)
Positioning, Torpedo Salvo planning, avoiding detection
"Stealthily approach targets, fire torpedos
Features:
Sub:
Can ascend/Descend
Periscope
crew management
Stations
Floods
Fires
Collapse
Torpedos:
what do different torpedos do?
How do they affect detection?
Navigational Map
- Shows position
- orientation
- last known enemy positions
- hydrophone indicators.
Enemy Abilities/Features
Weapons:
Canons
Depth Charge
Torpedos?
Machine Guns?
Detection Techniques:
General:
Visual
- Affected by night? Weather?
Radio
- Ships can talk to each other in some way
- maybe you can see the enemy boats calling for help? Intercept
Coms?
Sonar
Hydrophone
Crew
Perform Duties/jobs
Repairs
Hydrophone Implementation
Rotating raycast, with diminishing strength?
Can lock on to signal
Technical:
AssetAtlas
Where all assets / resources are stored.
Giant factory class
-Loads images, builds animations
-Stores raw values/constants
Graphics:
Ships/Subs
Tileset:
Hull/Floor
Stations (Stations that are larger than 1x1?)
- Radio
- Command
- Engines
- Torpedos
- Bunk
Crew Members
Environment
- Ocean Sprites
- Water
- Seafloor
- Fish?