Rankith's PDJ Entry (Polygons Death & Lasers)
Edit: Here is link: http://proceduraldeathjam.com/pdj-entry/polygons-death-lasers
Edit: Update 1 on 4th post
Hey all. I was busy on the weekend and working on another project so didn't originally plan to participate, but I had a couple ideas rolling around so figured I'd go for it!
However... I have a decision making issue and couldn't decide on the battle system so I'm doing 2 until I decide I spose ><. Below are the ideas and my first progress update
I'm also looking to team up with an artist to make this look better by the end of the jam.
The Game:
Done in Unity3D.
The idea is to explroe a dungeon room by room until death. Theres a large focus on unlocks in the form of classes/skills.
The dungeon consists of joined rooms of which you can't see where they go. Navigation just involves indicating the room you want to go to and going there. When you goto the room, one of several things can happen (battles, loot, vendor, event etc) and upon completion you can go to another room. Try to survive to the exit/next floor
Thats the part of my 2 ideas that were the same
Here is where it branches a bit
Grid Based Action Shootery Version:
This is the version I started on first. Basically, You choose a class (maybe suit in this one) and a class has various Module slots. Skills come from your modules. The loot would be almost entirely different modules that may or may not fit with your class. As you progress and hit special requirements, you unlock additional classes and additional Modules can drop.
The fighting is on a 3x3 grid vs 3x3 grid. You move around on your side and the enemies move on theres. You have limited energy and if you run out you cant attack until it recharges. Different attacks have cool downs and energy usage etc etc. Attacks can be a straight projectile, aoe, line, limited distance etc. They can also leave effects behind to deny you tiles.
JRPG Style Turn Based Version:
I started this version as I really had the itch to design a whole ton of classes and a tactical combat system. Here you have 2 (maybe 3) characters, each of which can select 2 classes at the start. Class determines some basic stat growth as well as skills you can use. Loot is more traditional here in the form of equipment to boost stats etc. Unlocks center entirely around classes, the idea is to provide lots of fun abilities and potential combos to try out in battle.
The battle system itself is turn based with the addition of a Turn Point system (ala Bravely Defaults Brave Points, that added some awesome options/depth), so you can do fun stuff like go into turn debt etc. Most of the normal JRPG style stuff applies here such as damage type weakness and status effects etc.
Progress so far:
All the screens above are really there and not mockups. The dungeon generation and navigation is down.
Action Version:
The Grid based combat is entirely finished and pretty modular and easy to add new skills in, it just needs good ideas and lots of tweaking and testing.
JRPG Version:
The battle menu is 100% setup and working. It took a ridiculous amount of time to get that working nicely :(.
Todo:
Decide to stick to one, or keep on both for now
Design the skills/classes/modules etc
Setup new game screen to let you choose your guy
Finish JRPG fighting system and enemy taking their turns.
Get loot working in the form of after battle rewards and just room exploration rewards
Add some events besides just battles and loot to rooms.
Get better arts.
Build in unlocks once everything else done.
Other:
Like I said earlier, I'm interested in getting some better art in place. Drop me a line if you want to work together on this.
Also, suggestions on which of the ideas to stick to, or to try for both are welcome.
Looks pretty cool from screen shots. Looking forward to seeing it!
Of course, if you go with the JRPG style, there is a rather large set available under CC-By: http://opengameart.org/forumtopic/rpg-enemy-project
Update:
I think I decided to go with my first pick of the grid based action one as I worked on that one today after work and ignored JRPG version.
Progress:
Made huge progress on the fighting and general game design. I built in a basic enemy ai with a bunch of parameters to control how they behave (actively seeking player, accurate with shots, avoiding bad things, perfered locations, moving shooting frequency etc) and setup 5 basic enemies and their attacks.
Standard: Basic guy, he stays on the column he spawns in and tries to keep up with the player so his shots are accurate.
MultiAttack: Slight variation on basic, has another attack that leaves behind fire on the square if you get hit by it. Wanders around a bit.
Speedy: Moves a lot, low HP, fires frequently but innacurately and low damage.
Tank: Perfers front row, more HP, has a very slow moving attack.
Caster: Perfers back row, low hp, has a large aoe attack with a charge up time.
Skills/attacks got worked on so they are a bit more versatile and I made some to go with my 5 basic enemies. I also built in a charge up animation so that the player can tell when their shot if charged (if applicable) and also so they can get a little warning on enemy attacks.
In addition to the chargeup warning, attacks that hit a specifc spot got a little flash overlay for the grids they will be hitting so you can react.
Here are some pics:
Tile On Fire - Speedy Enemy - Charging Effect - Attack Warning - The Attack - Battling Multiple
Goals for tomorrow:
Need to give player same treatment enemies got and setup some basic skills
Get loot going.
Update bottom HUD to show skill CDs etc.
If I can get those 3 things done I will be in great shape
Future Todos:
Let player choose class at start
Setup random encounter generator with some sort of difficulty logic.
Record progress
Setup unlocks/rewards
PLAY TEST SO ITS FUN
Update:
Quick one as I'm tired.
I improved the enemy sprites a little more (Inkscape is neat!).
Setup 11 skills for the player with a good variety and fitting 3 different types of gear for class diversity.
Setup a casting animation as well as the charge animation so you can better tell why you can't move when casting the big attacks.
Added a ncie display to the bottom HUD for CDs on skills.
I didn't get loot going like I wanted :( Tomorrow though I should be able to get loot and player class setup and that puts me darn close to just needing to balance test.
Link to entry for those interested:
http://proceduraldeathjam.com/pdj-entry/polygons-death-lasers