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roguelike

TODO

  • Theme & Art style
  • New Game / Game Over, etc.
  • Score? High Score list?
  • Gold?
  • Multi-hit enemies
  • Different enemies
  • Enemy Health Bars? (or hit counters?)
  • Persistent effects (e.g. poison)
  • Time out dropped items
  • Other resources (e.g. food, magic power)?
  • More items
  • Sprites
  • Animations
  • Sounds
  • Items in Chests (maybe mobs with 100% drop rate?)
  • Viewporting for larger maps.
  • Different types of terrain (e.g. water, fire)
  • Traps
  • Mobile controls
  • Controller support

Bug reports

(1) "you have to add the die thing" (3) the "hole" to the next level can get lost under the HUD

  • Do the bad guys hurt you or not?
  • It's not hitting me (not clear what movement is per turn).
  • "The different levels are not very hard"
  • "We should put more walls or make the map harder to see or make it harder to get to the map or add more bad guys"
  • Unclear what the items do
  • No indication that you take damage.

New Game idea:

Theme ideas

  • Open World
  • Build Your Way Out
  • Descent into Madness
  • Parallel Universe
  • Inconvenient Superpowers
  • Death Is A New Beginning
  • Color Changes Everything

Thoughts

  • 2D
  • Worlds could be at differnet scale
  • Decending into layers could provide you access into things to change them?
  • Game should be fun, even if you never get to the end?
  • Want to be able to link to the built world.

k meets factorio meets zelda?

MVP notes

  • Travel between rooms (zelda style)
  • Zoom in and out.
  • Pick up blocks
  • Still turn based?
  • Turning pc is done based on movement (like in zelda)
  • When less than 50% of the way through a block, revert back to previous block.
  • Move to using a triangle for PC
  • Move to using Key up/key down instead of key-press.
  • Draw highlight on the square you'll snap

Things to do

  • Change enemies to spawn based on proximity.
  • Change enemies to be active while in lit.
  • Time of day?

Animation notes

  • Screen transitions
  • Attack animations
  • Take damage
  • Bumping into wall animations
  • Sprite walking?
  • Moving between
  • Flicker animations?

Emotionally

  • Earth right after crust has cooled
  • End of the game, cities, oceans, reached the modern world.
  • As you progres through the game, you become "lifeform level X" which operates at greater scale.
  • Whatever you did at Lifeform level x-1, the NPCs should do for you.
  • Game where you are a hand and you could punish or reward the cat for what it did. You could reward or punish.
  • At the end, should be teming with life.
  • At the beginning you are an ameoma. Later you're a cat. But still amoba level things shoudl still happen.

Terrain ideas

  • Only passible with certain items (e.g. deep water)
  • Takes more turns to pass (e.g. shallow water)
  • Does damage through passing (e.g. fire)
  • Disables or removes certain items when passing.
  • Traps
  • Single movement direction allowed (conveyer belts?)
  • Accelerates movement

Passive Item Ideas

  • Gold
  • Things which change avatar (clothing, wigs, dye, etc.)
  • Passive Damage reduction (armor)
  • Temporary damage reduction (sheild)
  • Weapon types (just drop current when picking up new)
  • AOE Weapons
  • Ranged Weapons
  • Use-limited weapons
  • Throwable weapons (have to go pick them up after)
  • Weapons with different attack areas
  • Health capacity increase (Heart Containers)
  • Something heals you on hit
  • Something which does extra damage
  • Passive Healing regen
  • Changes light radius
  • Stealth
  • Invulnerability
  • Walk through walls
  • Damages nearby enemies passively
  • Tools (for affecting blocks)
  • Movement items (make you go faster, be able to pass traps w/o triggering, etc.)
  • Increases luck (changes spawn rates of certain items)

Active Item ideas

  • Bomb (will need a fuse)
  • Active healing
  • Wands
  • Clear all enemies

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