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schedule.txt
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Checkpoint 1
Game has a room with walls the player can't walk through (M)
Be able to move and attack with character (M)
Enemies able to move and attack character (M)
Combat progresses in turns (M)
Enemies can be killed (M)
Enemies deal variable damage (M)
Ranged attack and melee for player and monsters (S)
Enemies have aggro radius & simple pathfinding (S)
Feedback:
"Character should move faster." Problem: Too long periods of nothingness/ little conflict.
Sol: Keep map size small, have interesting interactables within rooms.
"Combat was primarily avoided." Problem: No reason to engage in combat.
Sol: Add EXP/Gold/Item drops to monsters to incentivize combat.
Checkpoint 2
3 different classes to play with/as (M)
3 different abilities to each class (M)
UI available for the player to see health/mana/skills (M)
Must have at least 3 levels (M)
Levels have traps and treasures (S)
Equipment for the player to pick up (S)
Player interactables exist (S)
Allow player to restart (S)
Secret rooms (C)
Dialogue/ story elements (C)
Final
Player death = game over (M)
Level up (M)
Sprites (M)
Enemies have different skills akin to player (S)
Randomized level generation (C)
Random enemy spawn locations (C)
Semi-permenance from previous playthroughs (C)
Central hub between levels or between playthroughs (C)
See below for more details and ideas
+-------+
| Musts |
+-------+
Game System:
-Game progresses in turns
* Wait on player input
* Automatically move monsters
-Player death = game over
Player:
-Be able to move and attack with character
-3 different classes to play with/as
-Level up
-3 different abilities to each class
-UI available for the player to see health/mana/skills
Enemies:
-Be able to move and attack character
* Block player movement
* Move randomly
* Move preprogrammed
-Can be killed
-Deal variable damage
Levels:
-Must have at least 3 levels
* Walls that block the player from moving
* Transition between levels
Sprites:
-Player character
-Walls/ floor
-Monster
+---------+
| Should: |
+---------+
Player:
-Allow player to restart
* Level
* Game
-Equipment
* "Replace Current" inventory system
* Weapons
* Sprites
Enemies:
-Vulnerabilities/Resistances to damage types
-Aggro radius & simple pathfinding
-Different skills akin to player (3 for should, more than 3 are could)
* Ranged
* Defence
* Magic
* AOE
* etc.
Levels:
-Have traps
-Have treasures
-Player interactables
* Keys
+---------+
| Coulds: |
+---------+
Player:
-Semi-permenance from previous playthroughs (stat boosts, items, char unlocks)
Enemies:
-Random enemy spawn locations
-Enemy journal log, detailing vulnerabilities/resistances & descriptions
Levels:
-Randomized level generation
-Secret rooms
-Central hub between levels or between playthroughs