Friday, September 9, 2011

Light Game


Here is a rough visual idea of the game.
            Deployment is managed with a spectrum of colors that fills the bottom two centimeters of the screen. (roughly)  Touching this spectrum and then sliding up or down on a slider that is vertical allows players to choose a point on the screen where the light is diffused.  (Deployment can be hindered with a cooldown)  The two sides of the prism shown can deploy units and a tilt can be used for deciding where units are deployed.
            The yellow line represents unit movement, (Always towards the enemy) with the dashes representing diffused locations of wider and dimmer light.  The solid line represents focused light.  A unit should take 3-5 seconds to reach the other side
            Combat is collisions of the players light beams, and this is where diffused (Representing 4hp) and focused beams (6 hp) are important.  Collision of two diffused beams results in both destroyed, collision of a diffused and a focused results in a cut through the diffused beam and half damage (3hp) to the focused beam.  The diffused parts of the beam continue moving forward with 1hp.  The transition also affects combat, but only with certain units.  
            Unit differences are divided between the fourths of the spectrum.  The first fourth have no special qualities, the second fourth survive diffused vs. diffused combat with 1hp, the third fourth of the spectrum survive focused vs. diffused with 4hp, and the last group survives the point defense lazer with 1 hp.  Also the higher bands could move faster or have higher hp.
            The red burst on the right is an example of a fully charged lazer blast.  Dealing 6 hp damage to all units within its radius.  There are three charges to the lazer, with 1, 3, and 6 hp damage.  The first charge is merely tapping the screen.  The second charge would take about 1 second to charge and would be half the size of the lazer burst shown.  (For diversity the lazer levels could be swapped with abilities like mirrors, towers, lines, and changing your units stats/appearance)
         A non-defended game where one player is attacking should last 30 seconds.  The mix of unit defense and player defense should keep most games at 1 to two minutes.

Hope that explains it well!  Post your questions and improvements!

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