Gameplay and Mechanics
Gameplay
Game Progression
The player starts with a few resources and build their dungeon. Then the player gets his hero unlocked and goes into rpg mode if he chooses. In this mode the player defeats enemies dungeon monsters to get resources. When he eventually dies the player can go back into dungeon constructing mode and use the resources colleted to further build the dungeon. This continues until one of the players has completed the other persons dungeon.
Mission/challenge Structure
Designing Your Dungeon: making the pathing poor for your opponent to go through, adding enemies to slow and even kill your opponent, and adding obstacles
Objectives
The primary objective is to reach the end of the opponent’s dungeon and then traverse through your dungeon backwards to reach the treasure. The secondary objective is to slow your opponent down in reaching his goal. The first to reach the treasure first wins. Minor objectives exist also to promote the main objective. Defeating monsters yields gold for the dungeon design portion of the game and powers up your player for the dungeon traversing portion of the game.
R:GDD:Mechanics:1
Physics
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General gravity
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Walls block the player (though some walls may be smash-able)
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Getting hit by sword has a knockback effect
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Certain enemies will have attacks that can knock you back or knock you upward
General Movement
Moving around the player will act like a regular computer RPG: wsad keys for up, down, left, and right, mouse for turning your screen. There may be power ups to increase your movement speed or defeating certain monsters may increase your base movement speed.
Other Movement
Moving around the area while designing the dungeon will mimic that of an RTS’s format or a building simulator’s format (like Sims or SimCity). Your mouse will control a cursor that you use to select items and place them, or select tools (like shovel for digging) and click where to dig.
Picking Up Objects
On the RPG side of things, activating power-ups or picking up keys to doors will only require walking over them. In the design side of things, picking up items already placed will be used by activating the hand tool and then clicking on the object once. From there, where you move your cursor, the object will move along with it. Clicking again will place back down the object (if it is somewhere that it can be placed).
Moving Objects
RPG side: pushing cubes as obstacles will only require moving toward them.
Design side: see above in “Picking Up Objects”
Moving Objects
Spike Wall/floor- wall/floor that has spikes coming out of it at a timed instance
Fire Wall/floor- wall/floor that has fire coming out of it in a timed instance
Boulders/Cubes- needs to be pushed to advance.
Trap Slamming Walls- slam when you get close to them and damage/kill you. There will be a cool-down time for you to get by afterward though.
Barrels- Allows the opponent to destroy them to get items/gold but gives you gold over time.
Torches- Light the opponents dungeon and gives you gold over time.
Actions
Switches and Buttons
Not necessary for our current build.
Picking Up, Carrying and Dropping
RPG side: Not necessary for our current build.
Design side: see above “Picking Up Objects”
Talking
Not necessary for our current build.
R:GDD:reading:1
RPG side: Not necessary for our current build.
Design side: hovering over tools/items in the GUI will explain the basic use of the tool/item.
R:GDD:Combat:1
No combat for the Design side.
RPG side: You will have to fight various enemies and monsters. You have options of weapons to use: sword, bow and arrow, and magic wand. Simple combat: running to dodge, single button attacks.
R:GDD:Economy:1
RPG side: defeating enemies gives you gold. Destroying barrels gives you gold also. Defeating monsters also increases your stats depending on which weapon you use to defeat them/which monsters you kill.
Design side: buying more barrels and torches help you opponent in their dungeon but they give you more gold later to beef up the dungeon. You use gold to add traps and puzzles and monsters to your opponents dungeon, but you can also boost your armor/attack buy forking over a bunch of gold. Therefore you must balance buying things that yield gold return or buying things to buff your player or buying things to deter your opponent.
R:GDD:Screens:1
Screen Flow Chart
ScreenDescriptions
Splash screen just shows our team name/logo and our game name/logo
Main menu allows the player to jump into the game or to go to options/instructions
Options/Instructions allows the player to learn how to play the game, the basic controls, and some hints on strategies as well as change sound or screen options before playing.
RPG mode game screen for when the player is running around the dungeon and fighting and overcoming obstacles.
Sim Mode screen for when the player is designing and managing the dungeon they have made.