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Map Layout
Information on the enemies in the game, where they can be found, what their attack patterns are like, ect
Each dungeon consists of a few main components:
- Basic Dungeon Rooms
Will have different shapes and layouts each time you get to them and go through them.
Each dungeon will have several (5-10ish? could also be a random amount each time) rooms to progress through before getting to the boss arena
Will contain obstacles/cover (traps?), enemies, and doors to get to the next room (only open after all enemies are dead)
- Boss arena
Boss arena will be a static design to allow for a more handcrafted room for each particular boss.
If we have the ability to do so, we could have several different themes and areas to give the player a further sense of progression as they come to a new area and give each boss a dungeon that suits them more than just a generic one size fits all kind of deal. Below listed is one possible kind of progression
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals