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Week 3-4 Process

Week 2-3 Game Concept, gameplay mode and Function Design

In these two weeks, we have completed the design of the mechanics, visual design, gameplay mode and the basic flow of the game. We made functional flowboard, gameplay mode diagram, character design, concept shot and narrative flowboard. We focused on the details of making the game and did the initial coding experiment. But we have neglected the innovation and selling point of games. We needed to go back to basics and add some unique gameplay and mechanics to our Rogue-like games. We need to explore the following ideas.

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Monsters will drop seeds. Seeds can be used to make reinforcement props at the composition table. Players can randomly assign reinforcement items to each level in the form of refills (three per level). Players choose one of three randomly assigned reinforcement props at the end of each level's challenge. Reinforcements temporarily enhance the player's abilities or skills for the next battle. After the player dies, return to base.

Innovation: Because the general rogue-like game buff acquisition is with high randomness, this will lead to players sometimes doesn’t want to play their favorite skill builds. Therefore, I want the player to decide in advance to play their own builds, and there will be reinforced props assigned to the combat area. At the same time retain some randomness, because the reinforcement props will be randomly assigned to the map. For example, players will (prop 1, prop 2, prop 3, prop 4, prop 5) assigned to the battlefield supply point before the battle, players in the first level after the supply point may be (prop 2, prop 4, prop 5), and then choose from these three inside to go one.

The general direction of the talent of skills: stun, lifesteal, rage(the lower the blood the higher the damage), self-destruction (sacrifice player’s hp to get high damage bonus)

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2D-scrolling game , there will be a center to teleport to the different small parts of the map and the player could return back to the map center by any time.Each room will have couple different teleport to send player to the random room , some are opened , some are not , player can defeat the enemy to loot the seeds (different seeds will gives player buffs , it could be benefit buff or debuff) the seeds will count as a room key to open the different locked rooms , once player used the seeds to open the room ,the seed will be disappear with the seed’s own buff. There will be 4 small bosses to hold 4 unique gems , players will have to find them and get back the gems , after collect 4 unique gems , the final boss room appears in the teleport center , and players can challenge the final boss to win the game. 

Innovation:Rougelike, maps are randomly, enemies are randomly , buffs/debuffs are randomly, player can click the map to port to the clicked location , as long as the player discovery/ went to that place before, (all the maps are smoked , player have to explore by themself

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Players defeat monsters to get seeds, a seed represents a skill. For example, the first level miniboss skill is fireball, defeat it to get his seed, equipped with this seed Rabi can use the fireball skill. Seeds can only be equipped a total of 3, so players are allowed to choose their own seeds (skills) to play.

 

 

There are difficult-to-explore areas planted in the level, where rooms are planted to find seeds that unlock skills, which can be chosen by the player. (There are many skills) Returning to this level players can choose a buff as a bonus in each small level, there are a variety of buffs in the buff pool, the same buffs can be stacked on top of each other, upgrading from green to blue, purple, gold. The last 6 buffs are available, and players can choose to replace them.

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