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zerocontribution/summer

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  • Action Adventure
    • Singleplayer
    • No graphics (just polygon shapes, colors representing different types of enemies)
      • Some enemies may be bigger, some slower / faster, some spawn as groups
      • Colors identify the type of monster
      • Orthogonal view
    • Monsters get up to 6-affixes (depending on level of monster)
      • Levels scale with players
      • +1 player level is 2 affixes
      • +3 player level is 5 affixes
      • etc
    • Affixes
      • Affixes are seeded at level load: You will be more likely to get affix A than B
      • Each monster randomly selects affixes; no affix is incompatible with another
      • Examples:
        • EnrageTimerAffix
        • ExtraHealthAffix
        • FastAffix
        • HealerAffix
        • MissleSalvoAffix
        • ReflectDamageAffix
        • SapAffix
        • SentryAffix
      • Should aim for 20 affixes
    • Items can be found (not dropped off enemies)
      • Grants n buffs (regular 1, rare 2, epic 3)
      • Gives two different things
        • New abilities
        • Increased stats
      • Chance to get better items increases with progression into the map level
    • Abilities are found
    • Start with nothing
      • Each player can choose from an initial trait that defines the style of play
    • Traits
      • Strong: Slower, more powerful damage; more survivability-based
      • Quick: Faster, less powerful damage;
    • Levels are 100% procedurally driven
      • Adventure-style: Each level is a room with chance for ability/item/enemy
      • Some rooms are trapped
    • Levels are saved to central server
      • Easier levels are dropped in rank; hearder levels ranked up
      • Players can choose what type of game they want to play
      • Players assigned ranks of levels - difficulty can change after death
      • All players get ranked in a ladder
    • A character can only live once (hardcore-ish)
      • Only one item can be saved after each death: This is how players build up their characters
        • Once an item is saved through death, you keep it forever (or until you trash it)
      • Death starts the player back at the beginning of a new level

Core Mechanic (only 1)

  • Fighting monsters with affixes

Hook Mechanic

  • Death is inevitable; only keep one item from past life

Secondary Mechanics (only 3)

  • RNG monsters
  • RNG levels
  • RNG items

Tertiary Mechanics

  • Abilities
  • Level ranking
  • Traits

Story / Plot

You are trying to escape a facility. You never do.