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Heycall, Prototype v.0.1

Objects and interactions

Table of Contents

Now we have a solid foundation for the gameplay and how the player can move the character through the level. At this point, it is necessary to define the game objects. We are moving from an abstract idea to a clearer description for the programmer.

Interactions

Power-ups

There is a coordinate system based on a grid. On that grid, power-ups will appear procedurally. The player collects these power-ups into a stack. Items are activated in the order they are collected. The player has no control over when a power-up is activated. If the stack is empty, the collected power-up activates immediately. Otherwise, it is placed at the end of the stack and waits its turn.

Each power-up lasts for 5 seconds before its effect disappears. Power-ups boost fire speed, fire strength, player speed, and player health. Power-ups appear on the grid randomly every 5 seconds, until they reach the maximum number of power-ups in the game – for example, five.

Player

The player interacts with power-ups, obstacles, and fire. Obstacles and boundaries block the player’s movement. The player has a health bar to display health. When colliding with fire, the player’s health decreases based on the fire’s strength. There is one special object: a teleport. The teleport spawns the player at a specific location in the game.

Fire

Fire appears when the player activates it by pressing a specific button. It spawns relative to the player and moves in the direction the player is facing. The default fire speed and strength are set to 1. Holding the fire button increases both speed and strength. These properties are displayed using a progress bar. The maximum charge time is 2 seconds. The final fire stats are calculated by multiplying the number of seconds held by 1 (float coefficient).

If the player moves during the fire charging process, a basic fire is launched in the direction the player was facing at the start of charging. Fire is destroyed if it collides with obstacles or the player.

Obstacles

There are two types of obstacles: walls, which define the game board, and blocking obstacles. Both interact with players and fire. Obstacles block player movement. If fire hits an obstacle, the fire is destroyed.

Portals

Portals spawn the player at a specific location in the game. They work like tunnels, allowing movement from one place to another on the map.

player control