Corrected initial game design


(Expanded form of https://maty83.itch.io/ncgd008-final-project-cuni-mff-ncgd008-24-25/devlog/82258... , corrected for errors found in )

After some considerations for what the design should be, I decided to stick with the original idea 

  • Based partly on mobile game „Stick fight“ and Swords and Sandals
  • Reaction-based arena combat with waves of enemies
  • Block for normal attacks, perfect block counter-attacks. Jump/strong attack (Not sure it will HAVE jump, we shall see.) Strong attacks break block.
  • Freedom of movement allows dodging of strong attacks, CAN run past enemy (Will have to control for AI), jumping allows full air control.

ADDED GAMEPLAY LOOP: The base gameplay loop consists of "diving" into an arena and fighting waves until you pull out. Every N waves the previous winnings will be stored and you can always quit after a wave. However, if you die during a wave, your winnings from everything before the last save point will be removed. You will be able to start from up to the last save point you reached. Possible items might be used between waves (represented by "attacking" a button to use them perhaps?) The goal is upgrading yourself (Gold, or exp&gold as progression systems dependent on what "feels" better, while enemies get progressively tougher and more numerous (Every wave perhaps having an additive modifier?)

Overset of C requirements: C1, C3

Overset of A requirements: 

  • A1 (Working save-load for arena progression, bought enhancements/equipment, maybe even in between arena waves)
  • A3 (For damage indicator of enemies, background decorations. ADDITIONAL: Planned for blood and block/spark particles for the arena, maybe healing)
  • A10 (Hopefully)
  • A11,  A12 through input handling. Keyboard-wise, inputs should be fairly easy to re-map. Could save them separately to an inputs file too. Controller support possible and stems from the joypad I plan to use for mobile. If joypad is used, it shouldn't be much more difficut.
  • A17 if a story shows up during development (Possibly shows up)

Additional info on the R requirements:

  • R1 is going to be Windows/Android release, since that's what I can readily access myself.
  • R2 (sounds):  Background music, at least hit sounds and if possible more.
  • R5 (plugin):  Considering the use of particle effects and such, DOTween is the likely one to be used, but I can't confirm it
  • R6 (extensions):  Not too familiar with, an editor for the enemies and differing player items seems the most reasonable.

Plan to achieve: The game will be brought into a playable state with the first iteration ignoring requirements (With some effort already present to work on the input system) to be done ideally before the middle of December. Work will then start on making the arena playable, partly fulfilling C1/C3. From there A1 is to be added once arenas (Made using the tile system) are created and can thus be tested. Further planning will be discussed later as the variability of actual completion becomes clearer.

Attached is a mockup of the playscreen in MS paint (Because the design style and level design hasn't been decided yet.)

Leave a comment

Log in with itch.io to leave a comment.