Added the Design document in an Obsidian vault.
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# Main idea
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The game is an Ultrakill inspired rouguelike PvE shooter.
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The playspace consist of several rooms in a giant spaceship. Each room is a separate level, where the player can deploy into. Rooms contain enemies which damage the room. If the rooms gets a critical damage - it detaches, and become no longer deployable. Also some rooms can produce the ammunitions of different types for different weapons, that a player has.
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The goal of the player is to clear the levels as fast as possible, because the number of enemies on each level grows constatnly.
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# Game loop
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The game loop contains of three looping steps:
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- Deploy in a room
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- Clear the room
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- Upgrade and buy weapons
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If there are no rooms left - the game is lost.
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# Economy
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Player receives credits after clearing a level based on the number of killed enemies + the basic fee for clearing a level. Player can spend the credits to unlock new weapon types.
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# Content
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## Weapons
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- *Pistol* - Raycast shooting. Has infinite ammo.
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- *Rifle* - Raycast shooting. Automatic shooting. Rifle ammo.
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- *Minigun* - Raycast shooting. Ascending fire rate. Minigun ammo.
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- *Railgun* - Raycast shooting. Railgun ammo.
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- *Rocket launcher* - Prefab shooting. Explosive repelling rockets .Rockets ammo.
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## Enemies
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- *Eyeball* - shoots damaging projectiles
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- *Melee Crystal* - dealing damage with melee attacks
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- *else under discussion...*
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## Room modifiers
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- *Rifle ammo factory*
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- *Minigun ammo factory*
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- *Railgun ammo factory*
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- *Rocket launcher ammo factory*
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