diff --git a/design/design.svg b/design/design.svg index e23f245..d6be1a2 100644 --- a/design/design.svg +++ b/design/design.svg @@ -9,11 +9,12 @@ id="svg1" inkscape:version="1.3.2 (091e20ef0f, 2023-11-25)" sodipodi:docname="design.svg" + xml:space="preserve" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" + xmlns:xlink="http://www.w3.org/1999/xlink" xmlns="http://www.w3.org/2000/svg" - xmlns:svg="http://www.w3.org/2000/svg"> - - - - - - - - - - - - - - + id="layer1">Concept +3D fixed camera dungeon crawler where the player is placed in a randomly selected sequence of rooms +and asked to clear as many rooms as possible within a 5min timeframe. + +The environments are an overgrown forest ruin made using a combination of the Nature pack and Prototype assets. + +The player can move horizontally with the Joystick or WASD. The player has two weapons which +bound to two buttons (left/right mousebutton or X/Y). + + + + + + +There are three kinds of enemies. +"Fodder" that are slow and die easilly, but if they do end up hitting you they hurt a lot. + + + + +"Tanks" which don't hit very hard but survive for longer. + + + +"Ranged" which, like fodder have low health, low speed, and like the tank low damage, but can hit from a range. + + + +There is a "Berserk" powerup which will give the player the power to defeat enemies in one hit for a few seconds, but when it ends it leaves the player unable to act for a second. +Meaning that if the player fails to clear the room in the "berserk" time, they'll take a lot of hits. + +There is a "speedup" powerup, which will increase the animation/movement speed for the player but drains health while active (always leaving a small amount to avoid frustrating deaths).Player: +- A warrior with an axe and a sword. + +Objectives: +- Defeat all enemies. +- Move to the next room. + +Resources: +- Health, depending on what they get hit by, the player can take 4-7 hits +- Time, 5 minutes + +Mechanics: +- Short/light/weak attack with the axe +- Long/heavy/strong attack with the sword +- Berserk powerup that has a long vulnerablility period at the end +- Speed powerup that saps in the ballpark of 30% of the player's max health +- The game timer ticks down to game over +- Rooms will spawn enemies in randomly selected waves. +- Progress requires killing all waves of enemies + +Dynamics: +- The player has to decide whether to short or long attack based on their windup/recovery durations. + - deciding to use a long when you shouldn't would lead to getting hit during windup (canceling the action) or during winddown. + - But a light attack could fail to eliminate a threat in time. +- The player can make heavy attacks more useful by finding a speedup, but that goes at the cost of health. +- The player can make light attacks more useful by finding a berserk powerup, but at the risk of leaving themselves exposed after it fails. + +Conflict: +- The player cannot progress without defeating enemies. +- The enemies will attack the player. + +Boundaries: +- The player cannot leave the room they're in until all enemies are defeated. +- The player cannot stop an attack until it's animation is finished. + +Outcome: +- The game ends when the player runs out of time or health +- The player is scored based on the number of enemies defeated +- After the game end screen, the game is reset for the next person. Example amount of damageExample amount of damageExample amount of damageSeven hits to deathFour hits to deathNext roomDefeat wave of enemiesDoor/Gate/Some way to leaveopensWalk throughdoorEndWindupStartWinddownHit timeAnimation timing example heavylightSecondary Game Loop