projects:g9:start
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projects:g9:start [2014/11/19 15:15] – cse13141 | projects:g9:start [2015/04/10 18:22] – cse13141 | ||
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several similar game genres, which aims to create a unique and fun experience. The majority of the game | several similar game genres, which aims to create a unique and fun experience. The majority of the game | ||
is in a dungeon crawler scenario, where the player must navigate through procedurally generated levels. | is in a dungeon crawler scenario, where the player must navigate through procedurally generated levels. | ||
- | Cooperative play will be encouraged as players will be able to play in groups of up to 4 players, where their | + | Cooperative play will be encouraged as players will be able to play in groups of up to 6 players, where their |
teamwork will be an important factor to their success. | teamwork will be an important factor to their success. | ||
**Prof. Ebrahim Ghafar-Zadeh & Prof. Mark-David Hosale**, Course Directors | **Prof. Ebrahim Ghafar-Zadeh & Prof. Mark-David Hosale**, Course Directors | ||
+ | |||
+ | TEMP: https:// | ||
=====Developer===== | =====Developer===== | ||
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- | |||
- | =====Narrative===== | ||
- | //TODO// | ||
=====Design and Mechanics===== | =====Design and Mechanics===== | ||
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highly specialized characters that excel in multiplayer. | highly specialized characters that excel in multiplayer. | ||
- | {{: | + | {{: |
- | {{: | + | |
This freedom allows players to create hybrid characters that are not commonly found in most fantasy games. For example, a typical staff-wielding wizard can instead use a sword for self-defence in melee, or even use a magically enchanted firearm with abilities that cannot be created by a conventional smith. | This freedom allows players to create hybrid characters that are not commonly found in most fantasy games. For example, a typical staff-wielding wizard can instead use a sword for self-defence in melee, or even use a magically enchanted firearm with abilities that cannot be created by a conventional smith. | ||
===Weapons=== | ===Weapons=== | ||
- | //TODO// | + | There are three main categories of attack types: Melee, Ranged, and Magic. |
+ | |||
+ | **Melee** | ||
+ | |||
+ | Melee weapons are split into one-handed and two-handed weapons. | ||
+ | |||
+ | One handed weapons generally have slightly faster attack speed, and allow an off-hand shield that can greatly improve defensive abilities. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Two handed weapons generally offer greater damage and range, which may allow more offensive characters. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | **Ranged** | ||
+ | |||
+ | Ranged weapons are split into bows, crossbows, and firearms. | ||
+ | |||
+ | Bows are the lightest ranged weapon, and can be loaded while moving. This allows very agile characters that use mobility to stay out of harm. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Crossbows are medium power ranged weapons, and require relatively low skills to wield. They are generally slow to reload, but are more powerful than bows with very good accuracy, and cheaper to craft. Crossbows may not be implemented in the first versions of the game. | ||
+ | |||
+ | Firearms are the heaviest ranged weapons that are expensive to craft and take a very long time to reload, but deal the most damage. | ||
+ | |||
+ | |||
+ | {{: | ||
+ | |||
+ | **Magic** | ||
+ | |||
+ | Magic attacks are split into three element types: Fire, Lightning, and Ice. | ||
+ | |||
+ | Their exact effectiveness and uniqueness are dependent on the exact spell used. All magic attack cause elemental damage which cannot be mitigated by standard armour. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ===Armour=== | ||
+ | |||
+ | Mirroring the attack types, there are also three armour types: Heavy, Light, and Magic. | ||
+ | |||
+ | **Heavy** | ||
+ | |||
+ | Heavy armour are made out of metal. These provide a huge amount of armour value that can mitigate physical attacks such as those made by swords and bows. However, their weight will greatly limit the stamina of the user, meaning they will have to rely on their armour to protect them against attacks, as it will be difficult for them to dodge any. | ||
+ | |||
+ | |||
+ | {{: | ||
+ | |||
+ | **Light** | ||
+ | |||
+ | Light armour are made out of wool. These provide some armour value, but are very light in weight, giving the user both a good chance of dodging attacks, as well as some protection against blows that do land on them. | ||
+ | |||
+ | **Magic** | ||
+ | |||
+ | Magic armour are made out of cotton. These are neither very light nor have much armour value. They are instead used by magic users that can provide them bonuses to magic damage and defense. | ||
+ | |||
+ | ===Mechanics=== | ||
+ | |||
+ | **Armour value** | ||
+ | |||
+ | Armour value allow characters to mitigate incoming physical damage. A character with high armour value will take much fewer points of damage than one without. | ||
+ | |||
+ | **Piercing** | ||
+ | |||
+ | Spiky and blunt weapons have Piercing value which can mitigate defender' | ||
+ | |||
+ | **Blocking** | ||
+ | |||
+ | Shields can be used to block physical attacks when they are raised. As long as the armour value of the shield is greater or equal to the physical damage dealt, the physical damage will be completely avoided. In the case where the physical damage is greater than the shield' | ||
+ | |||
+ | {{: | ||
+ | |||
+ | **Parrying** | ||
+ | |||
+ | Most weapons can be used to parry other melee attacks when no shield is equipped. Parrying an attack must be performed exactly when the attack is about to land, and if successfully parried, the damage will be completely mitigated. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | **Stamina** | ||
+ | |||
+ | Stamina is used to perform most physical actions such as sprinting or melee skills. A character with a large weight from their armour will very quickly deplete their stamina, making it less likely for them to continuously dodge attacks. | ||
+ | |||
+ | **Weight** | ||
+ | |||
+ | Other than stamina, the off-hand slot's (usually a shield) weight affects the attack speed of the main hand weapon. This makes heavy shields much more defensive, as the user's attack speed will be greatly reduced by wearing one. On the contrary, a light shield with little defence will allow the character to attack faster compared to a heavy shield. | ||
====Skills==== | ====Skills==== | ||
//TODO// | //TODO// | ||
- | {{: | + | |
- | {{: | + | {{: |
+ | {{: | ||
+ | {{: | ||
+ | {{: | ||
====Dungeons==== | ====Dungeons==== | ||
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players. | players. | ||
- | {{: | + | {{: |
+ | {{: | ||
=====Technical===== | =====Technical===== | ||
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There are a two main disadvantages of this simplistic algorithm: there will never be loops in the paths, and the main path will always generate away from the starting point. I believe these two shortcomings are not critical, and is worth avoiding the amount of work that would be required to implement a more advanced algorithm. | There are a two main disadvantages of this simplistic algorithm: there will never be loops in the paths, and the main path will always generate away from the starting point. I believe these two shortcomings are not critical, and is worth avoiding the amount of work that would be required to implement a more advanced algorithm. | ||
- | //TODO screenshots// | + | {{: |
- | + | {{: | |
- | + | {{: | |
- | ====AI==== | + | |
- | //TODO// | + | |
- | + | ||
- | =====Art===== | + | |
- | //TODO// | + | |
=====Timeline===== | =====Timeline===== | ||
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* finish presentation | * finish presentation | ||
+ | ====Winter Term==== | ||
+ | ===Week 1: | ||
+ | * Shop | ||
+ | * Improved combat: blocking, parrying, stamina | ||
- | ====Winter Break==== | + | ===Week |
- | ===Week | + | * Other resource types |
- | TBA | + | * Additional chunks (level generation) |
- | ===Week | + | ===Week |
- | TBA | + | * Additional monsters |
- | ===Week | + | * Additional equipment |
- | TBA | + | * Tiered equipment and items |
- | ===Week | + | ===Week |
- | * Game features mostly finished. | + | * Skills (catch up) |
- | + | ===Week | |
- | + | * Catch up | |
- | ====Winter Term==== | + | ===Week 6:=== |
- | Mostly finishing up art contents | + | * Multiplayer |
=====Screenshots===== | =====Screenshots===== | ||
- | ====Early Screenshots==== | + | ====Pre-Alpha |
- | + | ||
- | Boss Monster | + | |
- | {{: | + | |
- | + | ||
- | Magic attack | + | |
- | {{: | + | |
- | + | ||
- | Smelting metal | + | |
- | {{: | + | |
- | Mining ore | + | {{: |
- | {{: | + | {{: |
+ | {{: | ||
+ | {{: | ||
+ | {{: |
projects/g9/start.txt · Last modified: 2015/04/10 18:27 by cse13141