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Core Game Idea #19
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The puzzle idea would definitely be interesting, but I'm not sure if that's feasible. We'd have to rip out our whole current map implementation and manually create all those levels. We wouldn't need to just create one level, but at the very least 5 or more. We could decide to make a procedural dungeon map generator, but that would still take a lot of work to make it dynamic. On top of that, we'd need to also implement all of those features you came up with, which I don't think we'd have enough time to do. However, at our current state, I think we can implement some of those features in, such as different vision for each wizard. The red wizard could possibly see power ups to boost abilities, the green wizard could see traps to avoid them, and the blue wizard could see something else. |
Yeah, i understand that, so we will add some features from here and there and stick to the current idea |
As discussed previously, I think the most feasible approach would be some kind of survial thing where we can define enemy count/types for each level. For example first level would be 10 enemies and 2 types, next 20 enemies and 3 types etc For the vision thing we can partialy implement previous ideas. For example certain player can see traps or maybe all can see them but in short radius (only when they are really close) and that one can see in bigger radius from far away. Would work for certain items too. The puzzle thing is really hard as levels would need to be designed and we never had a concrete example/plan for that and at this point there is no time. |
Description
We need a core game idea. We've come up with many different ideas, but haven't really discussed or formally agreed on any of them. However currently, we have an incredibly good base game.
Current Game Implementation
The player has 3 different wizards to pick from: red, green, or blue. Each colored wizard has their own special abilities.
Note: ( /\ ) means a higher value is better and ( \/ ) means a lower value is better
When hovering over a card to select a specific colored wizard, the game slows down time, making everything move in slow motion.
The player can move around the map by clicking on a tile. The wizard will then use A* pathfinding to figure out its way over to the player's selected destination.
The map is generated using cellular automata through several generations. The map consists of three things, The flooring, walls, and spikes. The spikes periodically extend up out of the ground, and if the player is on top of them, they will be damaged.
The player and some specific enemies are able to shoot laser projectiles at each other, causing damage to the one entity hit. Currently, we have two enemies: The chasing demons and stationary imps. The chasing demons will chase the player if within range, and use melee attacks. On the other hand, stationary imps will not chase the player. Instead, they will sit still and fire lasers when the player is within range.
I think that's about it for our current game implementation.
Figure Out the Core Design & End Goal
What will our core design and end goal be for this game? Will the game's idea be centered around "survive as long as you can"? Or will it be more like a strategic puzzle game, solving levels and fighting enemies along the way? This game could branch off into so many directions, as it is in a very flexible stage. We need to nail down our idea and final goal.
Some Ideas
Conclusion
We need ideas and we need to agree on one! Discuss below.
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