Grog-Knight

some game in C++
Log | Files | Refs | Submodules | README | LICENSE | git clone https://git.ne02ptzero.me/git/Grog-Knight

commit 3544a65c91e1278cb2ea4f531e6bf2530774f270
parent d3f1ed2a2a78307b44681038497375f944c812d8
Author: Vincent <vrey@student.42.fr>
Date:   Tue, 10 Feb 2015 12:33:09 +0100

Update Readme.md
Diffstat:
Mgame-design/Readme.md | 30+++++++++++++++---------------
1 file changed, 15 insertions(+), 15 deletions(-)

diff --git a/game-design/Readme.md b/game-design/Readme.md @@ -18,7 +18,7 @@ There are quite a few games available that use this concept. Overall, Rogue Lega On the topic of our game, we are looking to create a 2D scrolling game with procedural-based map construction, using already existing tools such as a C++ open-sourced graphic and physics engine, in order to focus more heavily on the game itself. -Basic ideas we are looking to implement for our game: +## Basic ideas we are looking to implement for our game: * 2D scrolling game with different levels that grant rewards when you complete them, with a final boss at the end of the game. * Action and skill based game, real-time movement and fights. @@ -31,41 +31,41 @@ Basic ideas we are looking to implement for our game: * Inventory, in order to manage items you get every playthrough * Single money that will be used to unlock skills, level up your character and buy items. -## I - Level-based game design +### I - Level-based game design Each playthrough, you’ll have to go through 10 different maps each linked by an entrance room and an exit room guarded by a boss. It is not possible to go back to a previous level after starting the next one. Each level will offer different environment and enemies. The map will be loaded procedurally, by linking a certain number of rooms (the higher the level, the more rooms there will be). Rooms (or tiles) will be pre-determined in order to avoid impossible-to-cross kind of rooms. Each level will also have secrets rooms, bringing different advantages, such as the possibility to save or retrieve an already saved item, buy items for the current run, or cash in your current money in order to use it to unlock new abilities for one of the characters. -## II - A real time game - The game will offer real-time based gameplay, contrary to turn-based gameplay. Core of it will be ability to move left and right, jump, and attack. +### II - A real time game +The game will offer real-time based gameplay, contrary to turn-based gameplay. Core of it will be ability to move left and right, jump, and attack. -## III - Character - Each character will be different in its starting gameplay. The warrior is a resilient character that dishes out damage to enemies close to him, and has a strong armor. The ranger uses bow or crossbow, allowing him to damage enemies from a distance, and has a medium armor. Mages will carry robes, so very low armor, but incredibly powerful spells to get rid of enemies. The beggar will carry no armor, maybe a weapon, and relies heavily on player skill to finish the first levels before getting his own gear for the run. +### III - Character +Each character will be different in its starting gameplay. The warrior is a resilient character that dishes out damage to enemies close to him, and has a strong armor. The ranger uses bow or crossbow, allowing him to damage enemies from a distance, and has a medium armor. Mages will carry robes, so very low armor, but incredibly powerful spells to get rid of enemies. The beggar will carry no armor, maybe a weapon, and relies heavily on player skill to finish the first levels before getting his own gear for the run. -## IV - Enemies +### IV - Enemies Enemies will spawn in each room of a level until they are killed. Once a room is cleaned, coming back into it will not create new enemies. Each kind of enemy will be different, either ranged or melee, with varying HP, damage, movespeed, and special abilities. They will move by themselves according to their AI and attack the character “on sight” with projectiles, ranged attack or melee weapons. Dodging their attacks and killing them will grant money to the player. Upon a certain number of blows, the character dies and lose all its current items and accumulated experience. -## V - Boss +### V - Boss Boss will be special enemies with a special moveset that will require the player to place himself correctly in order not to get hit by anything. Damage will be high, HP will be high, but the reward is high aswell. Plus, it’s a must-kill enemy if you want to advance in the game. -## VI - Leveling +### VI - Leveling At the end of each run, you can permanently invest the money you saved from your previous runs in order to improve one of the character (besides the beggar). Each level will grant bonus armor, damage, HP. Some levels will also grant access to a new rank of skills (1 - 5 - 10 - 20) -## VII - Skillset +### VII - Skillset At the beginning of each run, you can choose which skills to equip your character. Each class will have different skillset that require to be unlocked with money. There are 3 levels for each skills. (WIP) -## VIII - Items - Items will be core within the gameplay. They will require a class and a level to be carried. The character can equip a number of items. head armor, chest armor, weapon, ring. These items can bring simply better stats, or can completely change gameplay. For example, equipping a new weapon can change the moveset of the character, or give him bonus skills. Some items will also allow to bend the games rules. +### VIII - Items +Items will be core within the gameplay. They will require a class and a level to be carried. The character can equip a number of items. head armor, chest armor, weapon, ring. These items can bring simply better stats, or can completely change gameplay. For example, equipping a new weapon can change the moveset of the character, or give him bonus skills. Some items will also allow to bend the games rules. Items are uniques and usable only during the current run. They are lost upon death or when the run ends. -## IX - Inventory +### IX - Inventory The inventory will be accessible via the menu during a run. It will contain all the equipment the player found during the playthrough. Part of it can be equipped, the remainder will be kept in the inventory and it won’t affect the gameplay. If the inventory is full, the player has to drop an item on the ground before taking another one. Items on the ground can be looted again. -## X - Money +### X - Money Money (or experience) will be the only currency in the game. It will be looted from regular monsters, and in bigger quantity from secret rooms or bosses. It can be used 3 different ways. Shop : During the run, the player might encounter a secret room which contains a vendor selling items. The player can use the currency he found during the current run to buy. Leveling : All the money the player will have saved during a run can be stocked and used in order to level the different characters. Skillset : In the same way the money is used for leveling, the player can buy or upgrade the skills available for each character. All money not saved is lost upon death of the character during a run. If the run is complete, all the money is saved. -## XI - Chest +### XI - Chest The chest will be in a special room, hidden from plain sight. But some clues might help the player finding it. Once the player reaches the chest, he can store an item in it. The item will be retrievable for next runs, until it is picked up again. The chest can only contain one slot, so the player will have to chose which item he wants to save. The chest will also allow the player to save its current money, in order to use it in next runs. In the later levels, an optional boss will have to be beaten in order to access the chest.