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# GameDesign
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*Last update: 08/12/2015*
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Steps of a game session :
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Number of player: 3 (We'll see later for other game modes with different numbers of players)
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1. (Only for the player creating the game session) The player enters a few information that will be used to create the maps and generate the enemies the player(s) will encounter.
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2. Before starting to play, each player have to choose and equip the character she will play. One first chooses the **class** of its character (ex: warrior, mage, rogue), and then chooses one **weapon** (in the broad sense: a one-handed sword and a shield is considered as "one" weapon regarding this choice) and 2 **items**. The choice of the class defines the options the player has for his choice of equipment (for example, a Warrior will have to choose between ShortSword&Shield and TwoHandedAxe, while the Rogue's options will be a Bow and 2Daggers). Note that the player WILL NOT change its equipment in the dungeon. The idea is that each class can have very different gameplays depending on it's starting equipment which yields replayability. Each of the ability given by a weapon or an object has an **upgrade tree**. These upgrade start at the root at the beginning of each session and may be purchased during the game session.
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3. The actual game.
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- What a player can do:
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- moving in the 8 canonical directions
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- using the **ABILITIES** of its character. The abilities a character has depends on the equipment it was given before the start of the game. Its weapon will give him 2 abilities (for example: ShortSword&Shield gives SimpleSlash and Blocking) and each of its item will give him another one. Note that the basic attack of a character is one of his 2 weapon abilities. There is no "mana", but each ability has a **cooldown**.
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- What the player can gain in the dungeon:
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- No items or weapons. Maybe one-use objects like potions.
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- **Gold**: Dying monsters and opened chests may spawn GoldPile on the floor, which will disappear after a certain amount of time. If any of the player walk on a GoldPile, it is recovered by the team, and every player of the team gain the same amount of gold, added to its Purse. Gold is inherent to a game session and is not kept by the players after the session ends.
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- **Experience**: Contrary to the Gold, experience is kept from a game session to another, and is not gained during the session. Instead, at the end of a session, each player gains as many experience as a percentage of the total amount of gold that was recovered in the dungeon by the team. Experience is used by the player to unlock classes, or specific items and weapons for classes, so that they can choose them
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- What happen if a player dies:
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The group of players have a given amount of **lives**, shared between the players. Whenever one of them dies, one of these lives is used and the player's character is revived. If no lives are available, the character is not revived and will have to wait for a new life to be gained by the group. (Question: How are lives gained?: they could be bought at the shop, or gained each time the group gets N gold). If all the players are simultaneously dead, the game is over.
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- The dungeon is made of a succession of floors, and players cannot go back to a previous floor. There are 2 basic types of floors: Combat Floor, and Shops, that are alternating (one Combat floor, one Shop, one Combat Floor, one Shop)
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- **Combat floor**: These ones looks like what MapGeneration currently generates. Rooms, corridors, monsters, chests, and an exit. Players explore the floor, kill monsters and open chests. By doing so, they collect gold. When all of them are in the exit room of the floor, they go to the next floor (a shop). Besides, at the beginning of each floor, a timer is launched. After the end of the timer, the player can no longer gain gold, monsters start spawning accross the floor and start leaving their rooms and hunting the players. The players' objective is to explore the floor as much as they can to gain as much gold as possible, before pulling back when the timer is nearly exhausted, and reaching the exit.
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- **Shops**: Floors of one room, without monsters, where the players can use the gold in their purse to buy things to help them in the rest of the game session. These things would include:
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- Potions: One-use item that heal the player.
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- Abilities upgrade. Chosen from the upgrade tree of the ability the character has.
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- Stats upgrades: More life, more resistance
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- Lifes for the group ?
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- End of the game: Fixed number of floors at the beginning of the game session. (Question: A boss at the end of the last floor could be more exciting ?)
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\ No newline at end of file |