EvoCannon 2 (To Do List)

Ages ago back in 2007 when I first released EvoCannon I got a massive amount of positive and negative feedback. But one fan called Brian went above and beyond and wrote me two pages worth of ideas and improvements. As I was stuck when thinking of new ideas for the game I dug it back up and condensed it down into this list:

  • Enemies now drop money instead of bullets (Used in the upgrades shop).
  • Money gravitate towards the player.
  • New Health Regneration System.
  • Bullet limit (A limit to how many bullets can be fired at once).
  • Grid based level selection such as:

|01 | 02 | 03 |04 | 05| (All the ones along this line have arena design 1)
| 11 | 12 | 13  | 14 | 15| (All the ones along this line have arena design 2) you get the idea.

  • Cannon Customization (New weapons and upgrades)
  • Primary Weapons (Changes the look of your ship):
  1. Cannon (1 Bullet on-screen, 4 Bullets on-screen, 8 Bullets on-screen)
  2. Machine gun (Low accuracy, Medium Accuracy, High Accuracy)
  3. Beam (Small width/lasts  1 second, Medium width/ lasts 2 seconds, High width/ lasts 3 seconds)
  4. Shotgun (Small spread, Medium Spread, High Spread)
  • Secondary Weapons (Switched through the use of the F key)
  1. Rocket (fires one big rocket, big splash damage, long charge time)
  2. Mines (drops a random minefield around your ship, you can’t hit your own mines, long charge time)
  3. Bomb (Causes everything with a certain radius to explode, long charge time)
  • Passive Upgrades (Constantly effecting your ship):
  1. Better Regeneration of Health
  2. Shield Upgrades
  3. Auto Protection Turrets (Automatically target and shoot down enemies)

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