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Weekly Work Summary
Following last week’s completion of enemy death animations and effects, this week’s focus was on diversifying enemy types and implementing a basic level progression system. Currently, enemy data is stored in an array, and different types of enemies are generated randomly using a pool based on level data. Each enemy has unique size, collision box, health, and animations, making the addition of new enemy types simpler going forward.

Objectives and Vision
After thoughtful consideration over the week, a clear vision for the game’s final form has emerged. To enhance replayability, I plan to introduce roguelike mechanics inspired by Slay the Spire. A randomly generated map will guide players through various nodes, such as chests, events, battles, and rest points, where they can gain incremental power-ups. In battle, inspired by survivor-type games, players will aim to defeat as many enemies as possible within a set time to earn gold, experience, and rewards, strengthening themselves to face the boss. To prevent linear stat growth, the game will incorporate level-ups for stat gains, and rewards and relics for mechanical enhancements, ultimately challenging players to defeat the boss within the time limit for a successful roguelike run.

Next Steps:

Develop around 10 enemy types with simple behaviors, leveraging simplified AI to reduce production complexity.
Design a slightly more complex AI behavior tree for the boss, scaling complexity based on available project time.
Create a UI system suitable for Pico-8 for relics, stats, upgrades, choices, and chests.
Develop a random map generator and random event generator.
Design a balanced relic and stat progression system.
Implement a companion (familiar) system with basic AI behaviors.
Integrate sound effects and art resources for all systems.
Explore additional features to enrich gameplay once core systems are complete.

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