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Table of Contents
Dungeons of Naleenis
(TENTATIVE LOGO)
Dungeon of Naleenis (DoN) is a 3D Action Role-Playing Game (ARPG) that combines elements from 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. Cooperative play will be encouraged as players will be able to play in groups of up to 4 players, where their teamwork will be an important factor to their success.
Prof. Ebrahim Ghafar-Zadeh & Prof. Mark-David Hosale, Course Directors
Developer
Steele Xia
Steele Xia is a 4th year Digital Media student at York University. He enjoys playing and making games.
Narrative
TODO
Design and Mechanics
Controls
Unlike “point and click” RPGs that use mostly the mouse, DoN will use keyboard for movement, and mouse for aiming and attacking. This decision was made because keyboard offers more complexity in movement, as it allows the character to move in four directions, while mouse allows only one. This makes combat much more interesting, as it will involve players having to actively dodge or block enemy attacks, where their actual skills are just as, if not more important than their virtual character's level.
Combat
DoN will not use a class-system typically found in RPGs. Instead, the player is free to build the exact type of character he or she wishes to. In the array of weapons available in the game, the player can choose to focus on adding skill points to a specific type of weapon, such as the one-handed-sword, or the bow. But since there is no class restriction, the player can also choose to spread the points evenly on both weapons to become more flexible in the battlefield, at the cost of being less proficient in either weapon. This makes characters much more diverse, and allows both well-rounded characters that are strong in singe player, as well as 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.
Weapons
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.
TODO
Skills
Dungeons
Most of the gameplay will take place in dungeons deep underground, where players will defeat enemies and do whatever they must to reach the end. To add replayability, these dungeons will be procedurally generated from predetermined pieces, so no two dungeons will ever be exactly the same. The generated dungeons also easily allow configurations, such as generating a larger dungeon for larger parties, or generating a more difficult dungeon for higher leveled players.
Technical
Level Generation
The level generation is done by attaching many pieces of interchangeable 3D models together into a single dungeon. The algorithm used is extremely simple, as using more advanced algorithms would require solving geometry optimization problems, which is expensive both to implement and run.
The algorithm first generates the dungeon's main path, which is a straight path that leads to the level's end, where a boss monster is located. During this generation, the path will always generate away from the starting point, preventing the possibility of colliding with itself. Once the main path is generated, secondary and other smaller paths are added recursively from random points along the way, creating the final level.
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
Fall Term
Week 3:
- player wsad movement
- basic combat
- basic NPC
- placeholder player model
Week 4:
- dungeon models & transparent walls
Week 5:
- items, inventory with UI
- interactive objects and loot
Week 6:
- player skills and stats
- leveling
Week 7:
- resource objects
- item crafting
Week 8:
- additional monsters, ?boss
- improved combat
Week 9:
- skill tree UI
- ranged and magic attacks
Week 10:
- basic town
- shop and UI
Week 11:
- catch up
- presentation
Week 12:
- catch up
- finish presentation
Winter Term
Week 1:
* Shop * Improved combat: blocking, parrying, stamina
Week 2:
* Other resource types * Additional chunks (level generation)
Week 3:
* Additional monsters * Additional equipment * Tiered equipment and items
Week 4:
* Skills (catch up)
Week 5:
* Catch up
Week 6:
* Multiplayer and basic menu