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Arcade Dungeon - Dev blog #2

Design stage 1:

Aim:

Design main components for the game using short sentences and, diagrams.

Components to design:

Component

Targets:

Basic movement

  • Axis movement
  • Jump
  • Crouch

Attacks

  • Basic melee attack
  • Basic ranged attack

Object interactivity

  • Player can interact with an object using a button
  • Different interaction types based on Enums

Health, stamina and, mana

  • Statistics component
  • Can increase or, decrease

Basic AI

  • Follows player
  • Basic attack

 

Designs for stage 1:

Basic movement:

Axis movement – Directional movement of the character during gameplay. This includes X, Y and Z axis. Speed can be altered by items and, abilities.

Jump – Player can move on Z axis by jumping. Height of jump can be altered by items and, abilities.

Crouch – Player can crouch to avoid an attack, attack lower limbs, or fit through smaller gaps.


Attacks:

Basic melee attack – Attack which has a specified range and deals damage to an enemy in front of the player character.

Basic ranged attack – Attack which has a specified range and, deals damage to an enemy which is distanced away from the player character.


Object interactivity:

Player can interact with an object using a pre-set button.

Different interaction types should be performed using an Enum.

Enum types of interactivities:

Description:

Doors

Used for doors and, trap doors. Will open/close intended door

Character

Used to interact with characters. This can be for speech, walk/stop interactions or, quests.

Container

Used to interact with containers. This can be to open them.

 

Health, stamina and, mana:

These statistics are included in a special “statistics” component inside characters.

Functionality:

Functionality:

Description:

Increase value

Increases value of specified statistic

Decrease value

Decreases value of specified statistic

Change value

Changes total value of a specified static

Fill value

Fills value to a maximum permitted

 

Variables:

Variable:

Type of variable:

Description:

Current health

Float

Current amount of health character has

Maximum health

Float

Maximum amount of health character can have

Current mana

Float

Current amount of mana character has

Maximum mana

Float

Maximum amount of mana character can have

Current stamina

Float

Current amount of stamina character has

Maximum stamina

Float

Current amount of stamina character has


 

Basic AI:

Behaviour pre-sets:

Behaviour:

Description:

Follow

Follow a targeted actor

Attack

Attack a targeted actor

Stay away

Stay away from a targeted actor


Should have:

  • Statistics component
  • AI controller
  • Behaviour tree
  • Ability to damage player
  • Ability to die upon receiving required damage
  • Ability to use all behaviours upon reaching conditions

 Progress video:

 

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