Skip to content

Latest commit

 

History

History
21 lines (17 loc) · 1.19 KB

File metadata and controls

21 lines (17 loc) · 1.19 KB

Design Decisions

Shared game state, separate presentation

Chose: One authoritative game state updated on a steady simulation rhythm; the 3D view presents that state smoothly
Over: Splitting HUD and scene into separate sources of truth, or tying all rules only to the render frame
Reason: Keeps bomber rules clear and consistent while the view stays fluid

Multi-camera with selective mouse look

Chose: Four modes (first, third, top-down, orbit); mouse look only where it helps (first/third)
Over: A single fixed top-down camera
Reason: Same bomber rules; players pick comfort and immersion

Hidden gate and carry-over enemies

Chose: Exit under a brick; stepping through advances a short campaign; living bugs can carry into the next level
Over: Kill-all clear, fixed scripted maps, or score-only win
Reason: Short campaign and escalation while preserving “search the rubble”

Procedural classic arena layout

Chose: Familiar bomber wall pattern with random destructible bricks and a cleared spawn area
Over: Only hand-authored maps for the first release
Reason: Instant readability and variety without a map-authoring bottleneck