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[システム]コンボシステム [Systems]Combo System
Steamにて配信中の2D忍者アクションシューティングゲーム「Shinobi non grata」の仕様書(と言っていいか微妙ですが)となります。
この資料は飽くまでも初稿であり、最終的に実装された内容と異なる部分も多々あります。製品版を遊んで頂いて、どこがそのままの形で実現し、どこが変更されたかをご確認頂いても良いかもしれません(と、シレっと宣伝)。
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
また、このタイトルはフルリモート環境で、1年2ヶ月で完成した実績(準備段階含めるともう少し掛かっていますが)があるため、遠隔でゲーム開発するための参考になるかもしれません。
This is the specifications (if you can call it that) for "Shinobi non grata", a 2D ninja action shooting game available on Steam.
This document is a first draft, and there are many differences from the final version. You may play the full version of the game to see what has been realized in its original form and what has been changed (casual advertising).
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
Also, this title was completed in a full remote environment in one year and two months (although it took a little longer if you include the preparation phase), so it may serve as a reference for developing games remotely.
![](https://assets.st-note.com/img/1688362540447-IgQhpacYUS.png?width=1200)
![](https://assets.st-note.com/img/1688362566186-Oe8boAUi5O.png?width=1200)
The combos and their bonuses introduced in this title are bonuses that occur from the second enemy onward when you continuously destroy enemies without taking damage, and the "combo counter" rises with each enemy you defeat ("N consecutive kills" or "N consecutive slashes"). The counter stops at 999, but the combo count goes back to 0 when you take damage from an enemy (but it is stored as the maximum combo count).
The combo bonus is not reflected during the battle, but is "settled" at the result after defeating the mid-boss. Therefore, it is a prerequisite that the mid-boss is defeated in order to receive the combo bonus. On the result screen after the destruction, the bonus is determined based on the "maximum number of combos" from the start of the area until the destruction of the mid-boss.
The bonus is added according to the number of combos, and the bonus increases exponentially, so it is important to connect combos for score attack.
![](https://assets.st-note.com/img/1688362588856-PR4JmWX4nz.png?width=1200)
The combo bonus is based on the number of enemies defeated, so the value of the combo is the same whether the enemy can be defeated with a single blow or a hard one. Therefore, we believe that the game will be a style of "challenging difficult play at the user's own free will" because the enemies with low durability will spring up in abundance and combos will be earned in difficult places.
![](https://assets.st-note.com/img/1688362615798-NDfGjSPr7D.png?width=1200)
However, in this game, which does not have a clear time limit, there is a possibility that players will play in such a way as to earn combos in a lazy manner. For this reason, we would like to introduce two measures. The first is a character that prevents permanent patterns. The internal timer will bring out the deadliest character, which will appear if the player stays in the same area for more than a certain amount of time.
This "permanent pattern prevention character (explained in a separate document)" suddenly appears in the screen after a certain amount of time has elapsed and follows your ship, and if you touch it, the game is over with a single blow, no matter how many lives you have left. Therefore, earning combo bonuses must be done in moderation.
Another measure is the time bonus. The shorter time it takes to clear an area, the higher the time bonus will be, so we would like to create a balance (see separate sheet for details) where clearing an area quickly is more beneficial than a bad combo bonus.
The performance as an Enemy will be explained in detail on a separate sheet.
![](https://assets.st-note.com/img/1688362663720-EAyRXsTnmh.png?width=1200)
UI_Combo.prefab allows for combo notation. The numbers are bitmap fonts and the series are images.
Some of the letters are broken, which will be corrected later, so if you need to create a structure, please use this one. You may also modify the structure to make it easier to handle.
![](https://assets.st-note.com/img/1688362674468-UrG7f342dc.png?width=1200)
We cannot give a clear idea of the level of the bonus at this time, since it will be adjusted in conjunction with the combo bonus, but we are thinking of having the bonus increase exponentially with the remaining time, which is counted internally.
In other words, the faster you clear, the higher the bonus, and we would like to set it to the point where it is more profitable to aim for the time bonus than to earn a bad combo.