Thursday, January 16, 2014

Tony's Next Game - Design Doc

Game Jam #2 Plan

Basic Premise
  • take RPG framework from previous game jam, and add action elements
  • specifically, a magic system where spell symbols are queued as they are cast, with different symbol combinations resulting in different spells
  • scrapping the turn-based battles of my last game, have enemies onscreen with basic AI
  • going back to my original source of inspiration, have it be a rogue-like with 9 levels to advance through
  • spells are cast via mouse click on screen, with hopefully animations
I think this next game is feasible, especially since I have much of the RPG foundation already laid out. The focus this game jam will be on combat, which I kind of pushed aside during the last game jam.

Development Plan
  • Complete idea for magic system/develop the spell selection queue - 1 day (hopefully today)
  • Spellcasting via mouse click (sans animation) - 1 day plus outside work
  • enemy movement/animation/AI - 2 days*
  • Enemy/character interaction with spells/collisions - 2 days*
  • Spell animation - 1 day


I'm most worried about the enemy movement and AI, because that will by far the most complex thing I'll be implementing (along with the possibility of implmenting A*). Managing enemy/character interaction on screen will also be a challenge, as well as animations.  For all of these tasks, I'll need to find a way to make them good enough for the game to be fun without having them be too much of a time sink.

1 comment:

  1. Check out the codeheart.js pathfinding example (http://codeheartjs.com/examples/pathfinding/) for a working implementation of A* on a tile map if you decide you need it.

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