1.7 KiB
1.7 KiB
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
- Enter dungeon level.
- Explore, revealing the map.
- Encounter ennemies whom the player flights or flees from.
- Find power-ups and use the to strengthen the player
- Locate the exit to the level - go to 1
MVP
- Create a basic dungeon map
- Place the player and let them walk around
- Spawn monsters, draw them, and let the player kill them by walking into them.
- Add health and a combat system that uses it.
- Add healing potions.
- Display a "game over" screen when the player dies.
- Add the Amulet of Yala to the level and let the player win by reaching it.
MVP ++
- Add Fields-Of-View.
- Add more interesting dungeon designs.
- Add some dungeons themes.
- Add multiple layers to the dungeon, with the Amulet on the last one.
- Add varied weapons to the game.
- Move to a data-driven design for spawning ennemies.
- Consider some visual effects to make combat more visceral.
- Consider keeping score.