Module ideas from original GDD:
- Radar module - could add an actual radar, or have the game make the patterns easier to detect by showing a slightly different indicator for the first set of asteroids (so the player can quickly know that it is the start of a new pattern)
- Slowdown module - doesn’t fit with the current gameplay, ditch it
- Fuel injection module - good module idea and would work well with current gameplay, however, if balanced badly it could make the player very overpowered. Do a fuel drop only every minute or so. If utilised well, this module could give the player enough fuel to go up very high, thus reaching the other planets
- Burst thrusters module - would conflict with avoiding asteroids gameplay, instead it could be implemented as a slight increase to the thruster power
New module ideas:
- Dodge module - Near misses provide a small amount of fuel
- Fuel tanks module - max fuel capacity increases
- Cannon module - when a button, likely on the bottom left, is pressed, a projectile shoots out and hits the nearest asteroid. Needs a very long cooldown (3 minutes)
- Dragon link module - a second spacecraft flies alongside the player; they can be hit by asteroids and die, but the player would survive. Swipe to get the spacecraft to swap sides
- Emergency thrusters module - a single use set of thrusters that allows the player to return to the ground slowly; this essentially allows the player to run out of fuel once (used to be parachute)
new new:
- Stealth module - double tap to disappear (ship loses some transparency) and is able to automatically avoid asteroids for 10 seconds, recharge takes a full minute (or recharge at surface?)
Building upgrades:
- Near miss score increase
- Restore a small amount of fuel on planet surface