05-02-2016, 04:23 AM
SleepStone (name subject to change at anytime.)
A game idea i've been playing a round with for about 2-3 years. Never settling on an idea or cracking myself down to work on it fully. Treated it more as a evolving concept that i'd change based on new skillsets and ideas rather than attempt to make. But recently i've been getting fed up with doing that and start to actually make it a thing. It has evolved from, Traditional jRPG, Platformer, Zelda style adventure, and now Rougelike. Yeah, couldn't really figure out what'd be best for my idea.
A rather rough example, as the background hasn't been finished and neither has the red character. But entity and hud design are closer to being done.
Will update the example as time goes by and post designs and scenery.
So yeah, i'll be using this thread to log the progress more easily and in hopes to gather interest to keep me motivated.
This is as far as the concepting is gonna go until I get a working engine setup, and get a preset dungeon demo. But i'll accept ideas if willing to part with any.
I'll be refraining from spoiling too much in my posts and try to keep things as minimalistic as possible in describing things.
A game idea i've been playing a round with for about 2-3 years. Never settling on an idea or cracking myself down to work on it fully. Treated it more as a evolving concept that i'd change based on new skillsets and ideas rather than attempt to make. But recently i've been getting fed up with doing that and start to actually make it a thing. It has evolved from, Traditional jRPG, Platformer, Zelda style adventure, and now Rougelike. Yeah, couldn't really figure out what'd be best for my idea.
A rather rough example, as the background hasn't been finished and neither has the red character. But entity and hud design are closer to being done.
Will update the example as time goes by and post designs and scenery.
So the current gameplay idea is a Beat'em up with fantasy themes. With the rooms consisting of long horizontal hallways rather than large open arena style rooms. Exception being Boss rooms. 'Deathpits' will exist, but will not instant kill, you will just take damage and respawn where you fell from. To cross them you must perform a Dash (If land exist on the other side.) The floors will be randomized based on preset room layouts placed in a random order.
Characters are handled as a class system rather than a blank slate character.
Each character will have a special ability that works alongside attacking, and some abilities are passives rather than actives. Rather than going into the 'dungeon' alone, you pick 2 characters to go with you in a party system. But can only have 1 active at a time. Death to any party member is permanent outside of special circumstances or Co-op.
Each character has listed out traits to what they do and are good at respectively. With having a Role, and Style trait and then a third random trait decided by a slot machine before entering the dungeon.
---------
---------
Due to the Beat'em up feel i'm going for, the movement is multi directional. So up, down, left, and right are all possible, but you can only face left or right.
Characters are handled as a class system rather than a blank slate character.
Each character will have a special ability that works alongside attacking, and some abilities are passives rather than actives. Rather than going into the 'dungeon' alone, you pick 2 characters to go with you in a party system. But can only have 1 active at a time.
Co-op mode allows both on screen at once.
Each character has listed out traits to what they do and are good at respectively. With having a Role, and Style trait and then a third random trait decided by a slot machine before entering the dungeon.
Physical Damage - Character deals Physical damage output, deals less damage to Physical Defence enemies.
Magical Damage - Character deals Magical damage output, deals less damage to Magical Defence enemies.
Support - Character deals True Damage, deals equal damage to all enemies. Usually weaker than the speciality damagers. Generally has a Special that helps the party.
Magical Damage - Character deals Magical damage output, deals less damage to Magical Defence enemies.
Support - Character deals True Damage, deals equal damage to all enemies. Usually weaker than the speciality damagers. Generally has a Special that helps the party.
Ranged - Uses projectiles for attacks.
Melee - Uses close range attacks.
Melee - Uses close range attacks.
Burst - You're slow but have much higher damage output.
Tanky - You're slow but have double default HP.
Rogueish - Increased movement and attack speed at the cost of health.
Rabbits Foot - Increased gold and health drops from enemies and breaking world objects.
Floaty - Increased dash length and take more knockback.
(More will be added after I get a working engine. These are just planned out ideas to have first.)
Tanky - You're slow but have double default HP.
Rogueish - Increased movement and attack speed at the cost of health.
Rabbits Foot - Increased gold and health drops from enemies and breaking world objects.
Floaty - Increased dash length and take more knockback.
(More will be added after I get a working engine. These are just planned out ideas to have first.)
I am working on the Gladiator, Sorcerer and Assassin classes. Gladiator and Sorcerer are the main starting classes I want to work on. Assassin is just a finished design.
Gladiator Physical.Melee - Starting Melee Character, uses a Sword and Shield. Special skill is Block, slows you down while you take no damage to all sources in front of you.
Sorcerer Magical.Ranged - Starting Ranged Character, uses an Elemental Magic Tome. Special skill is Elemental Switch, change magic on the fly. Fire, Ice, and Lightning. Each Element has different properties and will change your color.
Gladiator Physical.Melee - Starting Melee Character, uses a Sword and Shield. Special skill is Block, slows you down while you take no damage to all sources in front of you.
Sorcerer Magical.Ranged - Starting Ranged Character, uses an Elemental Magic Tome. Special skill is Elemental Switch, change magic on the fly. Fire, Ice, and Lightning. Each Element has different properties and will change your color.
So yeah, i'll be using this thread to log the progress more easily and in hopes to gather interest to keep me motivated.
This is as far as the concepting is gonna go until I get a working engine setup, and get a preset dungeon demo. But i'll accept ideas if willing to part with any.
I'll be refraining from spoiling too much in my posts and try to keep things as minimalistic as possible in describing things.