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7DRL-features.md

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The original list of features for the 7DRL version (v1.0)...

Minimal Features for a "Game" (Essentials)

Dungeon

  • Data-based level configuration
  • Stairs
  • Ability to go down
  • Game seed that is used to make multiple levels with different layouts
  • 10 Levels

Monsters

  • monster data
  • Random monster generation based on data
  • Enemy move-to based on sight range / path range
  • Stop actors from occupying the same space

Basic Combat

  • Hit points
  • Death check for actors
  • Simple Bump combat (-1 HP per bump)
  • Wait with space or `/~
  • Passable corpses

Sunstone

  • Sunstone item (data)
  • Pedestal prop/item
  • Item generation for level
  • Ability to pick up items
  • Ability to drop item
  • Intro text to explain plot
  • Ability to pick item off of a prop
  • End-game trigger when placing item onto extractor

Desired Wishlist (Things that will make the game more complete)

UI

  • Display hitpoints
  • Show level number / progress on the UI
  • Display maneuvers on right

Combat System

  • Melee points (positioning, strike)
  • Balance points (footwork)
  • Endurance points
  • Actions:
    • Move
    • Attack ("bump" / move onto enemy)
    • Wait (Space)
      • Recovery - gain +1 points in all catagories if waiting and not attacked
      • Survey - gain info on enemies if waiting and not attacked
  • Active choice:
    • Lunge/Strike - costs melee, does extra damage
    • Spin - costs balance, switches positions with enemy
    • Feint - costs: melee and no damage, if you "hit" than you gain 1 melee point, enemy loses 1 melee or balance point
    • Push - costs endurance but attacks push (extra damage if nowhere to push to?)
    • Reprise - costs melee, but does an extra attack on enemies that retreat (if no retreat, melee is still lost)
    • Insistence - costs endurance, but bypasses parries (if no parry, end is still lost)
    • Sweep - cost: no damage and endurance, but knocks back all enemies around
  • Reflex (passive) choice:
    • Parry* -- costs Melee to avoid attack (requires a weapon)
    • Dodge* -- costs Balance to avoid attack (requires one free space)
    • Endure* -- costs Endurance to absorb the hit
    • Retreat -- moves backwards to avoid attack
    • Counter-Strike -- attack, costs Melee
    • Clear -- moves back attacker, costs endurance
    • Stonefeet -- costs Endurance to avoid movement effects

Leveling

  • Ability to go up stairs
  • "Level up" - gain +1 point and a new action for each level that is explored
  • Show description of level when going up/down

Extra Combat

  • Handle pushing past if on same faction moving past
  • Monster wandering
  • Fleeing AI (just random for now)
  • Random order for actions

Other

  • Lighting / visibility range based on sunstone
  • Starting level ("Town") - partially explored
  • Title screen