initial commit
This commit is contained in:
1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/target
|
||||
7
Cargo.lock
generated
Normal file
7
Cargo.lock
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "rusty_dungeon"
|
||||
version = "0.1.0"
|
||||
8
Cargo.toml
Normal file
8
Cargo.toml
Normal file
@@ -0,0 +1,8 @@
|
||||
[package]
|
||||
name = "rusty_dungeon"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
39
ReadMe.md
Normal file
39
ReadMe.md
Normal file
@@ -0,0 +1,39 @@
|
||||
# RustyDungeon
|
||||
## Design Document
|
||||
Rohmer Maxime 26/04/2022
|
||||
<maxluligames@gmail.com>
|
||||
|
||||
### Disclaimer
|
||||
This is not my own projec, its only my interpretation of the exercice from "Hands-on Rust Effective Learning through 2D Game Development and Play (Herbert Wolverson)" where you learn to create a simple RogueLike dungeon crawler.
|
||||
|
||||
### Short Description
|
||||
A dungeon crawler with procedurally generated levels, monsters of increasingly difficulty, and turn-based movements.
|
||||
|
||||
### Story
|
||||
The hero's hometown is suffering from a plague of monsters, Weilling up from the deep, they can seem unstoppable.Legend tells of the Amulet of Yala - Yet Another Lost Amulet - that can be used to stem the tide. After a long night at the tavern, the hero promises to dave the day - and set forth into the dungeon.
|
||||
|
||||
### Basic Game Loops
|
||||
1. Enter dungeon level.
|
||||
2. Explore, revealing the map.
|
||||
3. Encounter ennemies whom the player flights or flees from.
|
||||
4. Find power-ups and use the to strengthen the player
|
||||
5. Locate the exit to the level - go to 1
|
||||
|
||||
### MVP
|
||||
1. Create a basic dungeon map
|
||||
2. Place the player and let them walk around
|
||||
3. Spawn monsters, draw them, and let the player kill them by walking into them.
|
||||
4. Add health and a combat system that uses it.
|
||||
5. Add healing potions.
|
||||
6. Display a "game over" screen when the player dies.
|
||||
7. Add the Amulet of Yala to the level and let the player win by reaching it.
|
||||
|
||||
### MVP ++
|
||||
1. Add Fields-Of-View.
|
||||
2. Add more interesting dungeon designs.
|
||||
3. Add some dungeons themes.
|
||||
4. Add multiple layers to the dungeon, with the Amulet on the last one.
|
||||
5. Add varied weapons to the game.
|
||||
6. Move to a data-driven design for spawning ennemies.
|
||||
7. Consider some visual effects to make combat more visceral.
|
||||
8. Consider keeping score.
|
||||
3
src/main.rs
Normal file
3
src/main.rs
Normal file
@@ -0,0 +1,3 @@
|
||||
fn main() {
|
||||
println!("Hello, world!");
|
||||
}
|
||||
Reference in New Issue
Block a user