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This group worked with a graphical group.
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Some question were raised during the talk and they need to be answered by the whole group and not two student. Ideas need to be confirmed too.
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- How long is a game/credit ? We were thinking about thirty minutes/one hour maximum per credit for a "long" run as a longer time require some story to keep the player interested.
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- Is the map continuous or kind of floor based ? A floor based travel allows to erase the precedent floor each time the player goes up (or down) a stair.
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- Are the rooms connect with corridors that the player can explore or only the room themselves exists ? Some others groups came to ask the question. The answer tended to be rooms and corridors allow for a more complex AI, some "infiltration" game-play and more maneuverability between room during fights.
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- An idea was to have all player start with the same character that can then modify its characteristic (maybe a point based system, X point are used to level up in some class) while exploring the dungeon. The dungeon generation can then adapt to take in consideration the player's style. For exemple, if some family of ennemy are very easy to deal with if you're a mage, this family will be less frequent.
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- There were a discussion between MP/mana based magic recovering over time or PP-based move with limited used that you can reset with item or when changing floor. There's also the possibility of cool-down on spell but it must be discussed if it can be interesting with this type of game.
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- The player can find some objects in the dungeon. Weapon, potion, food... An inventory has to be done. To add on a previous point, object like weapon can be used to evolve the player in different classes and this way, allows credits to be less repetitive thanks to the item generation.
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- Limited resources like food and a system of hunger can be more challenging for the player to face.
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- Are enemies spawn limited or infinite ? Can a player stay on a floor infinitely ?
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