- The game consists of a linear map of checkpoints the player must capture to complete the level/game. During the game the player will have 5 minutes to capture the nearest point
- Timer - (5 minute length placeholder) - If the 5 minutes run out before the player captures the point, the enemies will have 5 minutes to take the players point (enemies will advance towards the players point)
- Points - captured by being the only team at the point location for 10 seconds
- Enemies - As the player captures more points, harder enemies will appear
- If the player is pushed back, the harder enemies will not stop spawning
- Health, Ammo, Inv - left side health bar, ammo count under health, right side quick inventory (medkit, etc)
- Marker - checkpoint direction
- Checkpoint Bar - (colored checkpoints = captured, greyscale = to be captured)
- Timer - shows time left and current goal (ie: attack/defend)
- Movement - Running, jumping, firing, knockout, low health, oneshot - will have sound effects
- Markers - Hit markers and knockout - effects
- Artillery - (pulls up a map that lets you click a location to send a large amount of damage to after delay)
- Advanced enemy AI - (Enemies basic implementation is just stand around predetermined points, and run towards capture points. New Ai would cause some to shoot from afar, stay together in “squads”, and flank)
- Collisions
- Movement
- Jump, Sprint, Etc
- Health and Ammo
- Weapon and Firing
- Scope aim
- Consumeable throw
- Health kit