John Taylor

pitch-requirements.html

Desperate Descent


Camera View

The camera view will be isometric 3d. The players will be able to swap who has the main viewpoint and will be not be able to move outside the viewing area of that character. This will be both a difficulty and a boon for multiplayer. It will require co-operation but will give an expanded viewport and allow one of the characters to build less defense/armor.


Character

The character will be a nameless mercenary with no real character class (this could change). He/she will be able to use whatever items they find while exploring and be able to increase whatever stat they want (if I include stats) (trying to keep it as little as a rpg as possible).


Environment

There will be a safe-zone town as well as 4 areas. They may be crypts or caverns, or a mix of both. They will each have at least one level before finding the boss of that area. Each of the first three areas will have a mini-boss that will drop an item required to advance to the final boss (Amayman). There will be no restriction as to which boss to fight first but each will have a set difficulty, and there will be a “right” way to progress.


Core Game Mechanic

The game mechanic I would most like to focus on would be a loot system of sorts. It will only be semi-randomized to help with balancing and I don't know if there will be stat requirements or not. The other mechanic would clearly be a beat-em up style of game play. There will be hordes of enemies and this will give the player a sense of power when defeating them.


AI

Most of the creatures will be very direct with their attacks and movement patterns. As of now there will not be an AI follower, but it might eventually happen. The townsfolk will have set prices and preset text dialogue.


Physics

I'm hoping to include very extreme ragdoll physics. Nothing is more satisfying than killing an enemy and watching his body fly away. The player will be able to do fantastic things, though I do not think I will include magic to start.


Audio

Hopefully this game will have sounds for almost every action. There will be no voice acting to start, though it might happen in the future. I would use open source sounds for slashing/stabbing, running, shooting a bow, and creature deaths.


Networking

This game will include an option to do multiplayer, and when it does the max player count would jump from 2 to 4, with creatures scaling much harder than if it was co-op on the same console/pc. Players would not be bound by the viewpoint of the main player in this scenario.

 

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