Posted November 13, 2024 by DomiVamp
Dungeon-crawling roguelike game, in which the player is tasked to navigate outside of a maze-like dungeon, while managing their hunger & thirst and surviving enemy encounters.
Combat is to be simple and fast-paced. The player has a limited amount of possible attacks, them being
The weaponry of the player is limited as well to only two weapons at the same time. Each weapon has upgrade slots into which the player can put upgrades found throughout the dungeon. These upgrades modify the weapon stats or add extra effects to the attacks.
Traversing through the dungeon takes a toll on the player character and each traversed room has a cost of hunger and thirst points associated to it (traversing through already-explored rooms costs less). The player starts losing HP each room if hunger/thirst are too high. Throughout the dungeon, the player can find food and water (on sale, for free, collectable in exchange for higher hunger & thirst).
The dungeon is composed of rooms layed out in a grid, where neighbouring grid cells may or may not be connected, leading to a maze-like structure. The player starts with an empty map that gets filled in as they traverse through the dungeon.
The game is to be top-down/isometric with following picture being a mockup of how the game-screen for the player might look like.
The above screen shows that the camera is statically set to look at the middle of the room and the player has to keep track of their character during the combat, as they run around the room in real time.The UI elements shown are visible during combat, where after the combat is finished (or in a room without combat), the player will be able to interact with other elements of the room through pop-ups.
Inside one run (from start to death/dungeon escape) the player is either in a room that has been cleared (enemies killed / treasure chosen) or one that needs to be cleared.
Above is a graph of the series of major game-states/major game-checks that control the flow of the game.
As the focus of the game is on smooth combat, let us expand on the combat node as well (movement node allows the same things).