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Material and Crafting System

Primary Purpose of Materials -

To craft powerups.

How to attain materials -

Destroying any obstacle results in a 50% (arbitrary place holder value) chance to spawn a "Material Drop."

Material Drops visually look aesthetically similar to the material they are carrying.

Similarities of "Material Drops" with obstacles -

Players must type a word to choose to destroy them.

Disimilarities of "Material Drops" with obstacles -

Pose no threat to the player and despawn on their own after 3 seconds.

Kinds of materials available -

1. Gravel - Terrestrial types.
2. Magma - Vulcanian types.
3. Ice - Cryogenic types.

Powerups usage -

One time per charge.

They can be equipped before a match.

Mockup 5 (Created in Godot using assets for the game)

Upon clicking the hammer on the upper right side the crafting screen pops up as shown on the main menu.

The players can see scroll through the powerups and add whichever one they want to their inventory. The red squares show inventory slots that haven't been unlocked yet.

One problem I noticed was that it is hard to keep pixel sizes consistent across all assets.

How this crafting screen could work for the Roguelike version -

  1. Players can access this through a hammer icon on the upper right side of the screen while playing a level.
  2. After clicking on it the menu displays as shown.
  3. Material counts are shown as in the mockup and all gameplay in the background is blurred and slowed down.