Introduction
Expedition
 Introduction
 Features
 Design Notes
 Coding
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Expedition design notes
- village is a fixed map with set shops that will buy and sell the equipment.
- village has a teleport chamber which allows the player to teleport
into the many dungeons local to that village
- dungeons are indeed randomly generated when the player teleports in
- when the player selects a dungeon, he is selecting the region and
the difficulty. The region determines the race of the inhabitants and
the difficulty determines what level of monsters are found (based on the
current power of the player)
- During the teleport process, get a nice animation or special effect,
just to show off whilst the dungeon is created, perhaps have the various
beasties fly past like ghostly apparitions as the player makes his
way there.
- all sprites are to be 2x2 tiles
- the game is to play in realtime, not turn based, as it will later
allow more than one player
- the player plays an umbra (from the game Verdantia), and can therefore
develop freely, and morph into other critters during the expedition
providing an alternative form is known
- to make life easier for both ourselves and the player, the characters
all move a single square at a time. This helps the player to move
through doorways without getting frustrated and also helps the
collision detection system
- the dungeon map will be stored in a very condensed way and the
background is drawn by looking at this data.
- A single, random dungeon map should be stored within ram. This
places a limit on the size of it. Pre-generated maps sit in rom and
therefore don't have such a restriction.
- The save file should store the player, the aspects learned, and any
equipment he has. It will never be possible to save the game inside a
dungeon. This would mean that we need to save the dungeon and the
location of everything within it as well. This is why the game can
only be saved at the inns.
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