-
Notifications
You must be signed in to change notification settings - Fork 0
Description
🎮 Feature Overview
Expand and refine Continuum's weapon systems by adding new weapon types (including homing weapons), enhancing existing mechanics, and implementing sophisticated weapon interactions inspired by classic shmup design principles.
🎯 Problem Statement
Currently, Continuum has only 2 weapon types (Vulcan/Laser) with basic mechanics. Classic shmups feature:
- Weapon Variety: 4-8+ distinct weapon types with unique characteristics
- Sophisticated Mechanics: Homing, piercing, spreading, bouncing projectiles
- Strategic Choice: Weapons suited for different enemy types and situations
- Upgrade Complexity: Multi-dimensional weapon progression systems
🚀 Proposed Solution - Research-Based Design
Classic Shmup Weapon Inspiration
Gradius Series:
- Spread Gun: Fan-shaped multi-projectile spread
- Laser: Continuous beam with high damage
- Missiles: Ground-hugging homing projectiles
- Options: Orbital weapon pods that mirror player shots
R-Type Series:
- Wave Cannon: Chargeable beam with devastating power
- Homing Missiles: Auto-targeting secondary weapons
- Reflective Laser: Bounces off walls and obstacles
- Force Pod: Detachable weapon enhancement
Thunder Force Series:
- Twin Shot: Dual forward-firing projectiles
- Back Shot: Rear-facing defensive fire
- Side Shot: Horizontal coverage weapons
- Hunter: Advanced homing missile system
🛠️ Enhanced Weapon System Architecture
Expanded Weapon Arsenal (6 Total Types)
1. VULCAN CANNON (Enhanced Existing)
- Level Progression: 1→2→3→5→7 simultaneous projectiles
- Enhanced Mechanic: Slight auto-aim at higher levels (±5 degrees)
- Best Against: Swarms, weak enemies, general purpose
2. LASER SYSTEM (Enhanced Existing)
- Level Progression: Damage and penetration increase, Level 5 adds charge beam
- Enhanced Mechanic: Hold fire for 0.5s = 3x damage charged shot
- Best Against: Armored enemies, line formations, bosses
3. HOMING MISSILES (New - Primary Inspiration: R-Type/Gradius)
- Mechanic: Auto-targets nearest enemy within range
- Level Progression: More missiles, better tracking, longer fuel time
- Best Against: Fast enemies, enemies behind cover, general tracking
4. WAVE CANNON (New - Inspiration: R-Type)
- Mechanic: Sine wave pattern provides wide screen coverage
- Level Progression: Wider waves, more damage, charge options
- Best Against: Dense formations, screen-filling enemies
5. SPREAD SHOT (New - Inspiration: Gradius/Thunder Force)
- Mechanic: Fan-shaped projectile spread for area coverage
- Level Progression: More projectiles in fan, tighter/wider patterns
- Best Against: Multiple enemies, area denial, crowd control
6. REFLECTION LASER (New - Inspiration: R-Type/Advanced Shmups)
- Mechanic: Bounces off screen edges to hit hidden enemies
- Level Progression: More bounces, better damage retention
- Best Against: Enemies behind cover, corner camping foes
🎯 Advanced Weapon Mechanics
Charge/Focus Mechanics (Inspired by Touhou)
- Charge Shot: Hold fire button for enhanced damage/effects
- Focus Mode: Slow movement + concentrated fire pattern
- Overcharge: Risk/reward mechanic - overcharging damages player ship
- Cool Down: Weapon cooling system prevents spam abuse
Weapon Interaction Matrix
Different weapons excel against different enemy types:
- Vulcan: Excellent vs Swarms, Poor vs Armor
- Laser: Excellent vs Armor/Bosses, Poor vs Fast enemies
- Homing: Excellent vs Fast/Hidden enemies, Moderate vs others
- Wave: Good vs Dense formations, Moderate vs others
- Spread: Excellent vs Swarms, Poor vs Single targets
- Reflection: Excellent vs Hidden enemies, Moderate vs others
🔄 Weapon Switching & Progression
Dynamic Weapon Switching (Inspired by Thunder Force)
- Smooth weapon transitions with brief invulnerability
- Weapon unlocking progression tied to wave advancement
- Power-up integration for upgrades and switches
Unlock Schedule
- Wave 1: Vulcan only
- Wave 3: Add Laser
- Wave 6: Add Homing
- Wave 10: Add Wave Cannon
- Wave 15: Add Spread Shot
- Wave 20: Add Reflection Laser
🔧 Technical Implementation
Phase 1: Core Weapon Framework (2-3 weeks)
- Enhanced weapon base classes and inheritance system
- Weapon state management and switching mechanics
- Power-up integration with new weapon types
- Basic projectile physics for all weapon types
Phase 2: Advanced Mechanics (2-3 weeks)
- Homing missile target acquisition and tracking
- Wave cannon sine wave physics and collision
- Reflection laser bounce mechanics
- Charge/focus system implementation
Phase 3: Balance & Integration (1-2 weeks)
- Weapon effectiveness balancing against enemy types
- Integration with existing enemy and boss systems
- Audio generation for all weapon types
- Visual effects and particle systems
Phase 4: Polish & Testing (1 week)
- Comprehensive testing of all weapon interactions
- UI updates for weapon switching indicators
- Performance optimization for complex projectile systems
✅ Acceptance Criteria
Functional Requirements
- 6 distinct weapon types with unique mechanics and feel
- Smooth weapon switching system with clear visual feedback
- Homing missiles successfully track and hit targets
- Wave cannon provides effective screen coverage
- All weapons integrated with existing power-up system
Balance Requirements
- Each weapon has clear situational advantages
- No single weapon dominates all scenarios
- Weapon progression feels rewarding and meaningful
- Higher-level weapons justify their unlock requirements
Technical Requirements
- 60 FPS maintained with all weapon types active
- Memory-efficient projectile management and cleanup
- Integration with existing audio synthesis system
- Comprehensive test coverage for all weapon mechanics
🎮 Player Experience Goals
Strategic Depth
- Weapon Selection: Meaningful choices based on enemy types and situations
- Mastery Curve: Each weapon rewards different skill sets and play styles
- Adaptation: Players must switch weapons dynamically based on threats
- Progression: Unlocking new weapons provides genuine gameplay expansion
Satisfaction & Feel
- Impact: Each weapon feels powerful and distinctive
- Responsiveness: Controls are tight and predictable
- Visual Spectacle: Weapons create satisfying visual and audio feedback
- Mastery Reward: Skilled use of advanced mechanics provides clear advantages
This enhanced weapon system will transform Continuum's combat from simple shooting to strategic weapon management, drawing on decades of shmup design wisdom while maintaining the game's unique procedural audio identity.
Research Sources: Gradius series (Konami), R-Type series (Irem), Thunder Force series (Technosoft), Touhou Project (ZUN), modern indie shmups for mechanical innovation.