Goal 2: Different weapon behaviour and weapon skin based on player class. This is just a proof-of concept so just enable laser guided rockets for marine only.
Goal 3: New resource: Magic. Magic is regenerated slowly and required for some weapons. It may be easier to just replace one of the existing ammo types. Different HUD icon.
Goal 4: New resource: Divinity (Money). When anything dies they drop a few glowing orbs which can be used to upgrade weapons at the base. Purchases will occur either by menu or by touching runes (whichever is easier).
Goal 5: New weapon (magic): Healing Wave. No projectile or laser. A light from above shines down on a targeted ally and heals 200 (or whatever) hitpoints. Will not fire if enemy or world is targeted. Right click to heal self. Can't be used again for a 30 seconds (or whatever). Implement however possible.
Goal 6: Magic shield. Left click to activate, Right click to deactivate. When attacked magic is used to protect the bearer so 75% of attack damage is subtracted form the magic reserve and only 25% from the bearer's hitpoints. Shield deactivates when magic is depleted (of course). It remains active even when weapons switch.
Goal 7: Boots of speed. Run faster, jump a little higher.
Goal 8: Paralyzing Bolt (Magic). Will not fire if ally or world is targeted. Enemy is completely disabled and cannot move or fire for 2 seconds. Can't be used again for a 12 seconds (or whatever).
The idea is that there will be a LOT of cool and wacky weapons to add to the fun. I DO have a storyline for all of this which will change as time and ideas go by. If you have any ideas for weapons just post or code them. The more the merrier.
May pop in for a bit but i guess i'll see you guys next week
