How Rooms work
- Spawn Rooms
- Encounter Rooms
- Boss Rooms
- Shop Rooms
- Blacksmith Rooms
- Event Rooms
Secret Rooms Configuration:
At the start of the run, it is generated how many secret rooms the dungeon contains.
The secret rooms are then spread throughout the dungeon.
Each floor can only contain 1 room with a secret room.
Secret room entrances can only be found in normal encounter rooms.
The first encounter room cannot contain a secret room.
Event Rooms Configuration:
How many event rooms per Dungeon? Between X and Y.
Roll how many event rooms.
Spread event rooms throughout the dungeon, e.g.:
Floor 1 - 3, Floor 4 - 8, Floor 9 - 10
Rules for spreading:
- Each floor can only contain 1 event room
- Event floors cannot be the first or second room of the floor.
- Event floors cannot be direct neighbors.
Shop & Blacksmith Rooms Configuration:
Each floor but the first can contain both of these rooms.
At the start of the run, it is generated if and where the rooms are.
Odds are added to the odds of the next floor if no room of that type is spawned in the floor.
Shop | Blacksmith |
Floor | Odds | Floor | Odds |
Floor 1 | 0% | Floor 1 | 0% |
Floor 2 | 50% | Floor 2 | 25% |
Floor 3 | 75% | Floor 3 | 25% |
Floor 4 | 50% | Floor 4 | 50% |
Floor 5 | 50% | Floor 5 | 25% |
Floor 6 | 75% | Floor 6 | 25% |
Floor 7 | 50% | Floor 7 | 25% |
Floor 8 | 50% | Floor 8 | 25% |
Floor 9 | 25% | Floor 9 | 25% |
Floor 10 | 25% | Floor 10 | 10% |
Checklist (From Demo Development)
- You pay money at smith even if already at max upgrades.
- Adapt the weapon animation system from “Shurika” to this game.
- Adapt the character sprites
- Adapt existing weapons
- Voices
- Player Weapons
- Enemies
- 1 Heart is now 20 Health
- Armor can only block “hits” now. Armor will block precisely 1 hit (should be adjustable to enable later on an item that makes armor better.)
- Make maximum health drops more rare and change the item from being an apple to something else.
- Adjust enemy damage numbers to reflect the health change.
- Remove armor pickups
- Add a mana resource with a mana bar, mana regeneration and maximum mana.
- Add a mana cost to magic weapons.
- Add fighting without a weapon. (Fists)
- Status Effects (Burn, Bleed, Curse, Poison, Paralysis, Chill, …)
- “Event” system & “Events”
- More equipment and weapons
- Flail weapon type
- More powerful and complex weapons
- More mixed weapons
- UI (Shakes, Punches, …)
- Particle Effects (Walk, Dash, Room completion, …)
- Level Up System & Skills
- Starting Gifts
- Unlock System
- Inventory System (Consumables)
- UI QoL
- Comparing Equipment
- Full Damage Display & Damage from Scaling
- Proficiency Display
- Damage Type Display
- Add a version number
- “Bombs” mechanic
- Fix cursor pivot
- Options menu
- Fix it saying “+0 armor”
- Make invincibility a tiny bit longer than dash
- Mini arrow indicator to show where you aim
- Add gaining "souls" as out of game mechanic
- Add spending souls on upgrades like in vampire survivors (steal mirror from hades?)
- Add spending souls to buy characters and starting gifts
- Make legendaries appear less common in early stages and more common later
- Add chance for treasure chest to spawn as mimic
- Drop gear from inventory
- Bug with death laser appearing 1 frame to early
- Credits/Attributions: (icons, kenney, https://kz.itch.io/1-bit-fantasy-items, monsters)
- Make it so you can kill NPCs and make them mad so they don't appear anymore
- Lore Book
- Legendary items are too cheap in shops
- Longsword is too “blue”, looks too “good”
- Stage Title Cards
- Status Effects
- Poison
- Toxic
- Hints when u get afflicted
Concept of “World Progression”
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Defeat “Death” for the first time. | New enemies appear on each floor. |
Defeat “Death” 3 times. | A new boss can appear on each floor. |
Defeat “Death” 5 times. | Unlocks new events to appear on each floor. |
| The Gate of Heaven is now open. |
| The Gate of Hell is now open. |
Defeat both “Zaphkiel” and “Asmodeus” to combine the key to the abyss. Reach the last floor to open the abyss. | The gate to the Abyss is now open. |
| Unlocks new events from the abyss to appear on each floor. |
| The abyss corrupts monsters of each floor. |
| The abyss corrupts bosses of each floor. |
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Enemy ideas
- Jungle Stage
- Baboon Enemies
- Tiamat
- Cthulhu
- Baphomet
- Leviathan
- Asmodeus
- Dullahan
- Death Knight
- The Butcher
- Steal Diablo 2 Enemies
- Steal enemies from Archvale
- Death Bunny Boss
- Tales of collection:
- Honey Bear
- Owl
- Boar
- Slime
- Harpy
- Greylings
- Lamia
- Gnoll
- Manticore
- Basilisk
- Cocatrice
- Goatmen
- Hydra
- Medusa
- Hercules Beetle
- Werewolf
- Ghul
- Death Kiss
- Specter
- Gorgon
- Blaze
- Centaur
- Beet / Carrot / Root enemy
- Troll
- Sharks
- Enemis from Path of Exile, Diablo, Dark Souls
- Bosses from Path of Exile, Diablo, Dark Souls
- Merveil, Vaal Oversoul, Atziri…
- Malachai has interesting attacks (degen circle that moves around)
Ideas for later:
- make a distinction between spells and weapons, spells could be more powerful skills
- copy the card system from the binding of isaac (?)
- character portraits for dialogue
- could just straight up copy the devil vs angel room from the binding of isaac
- salvage of items
- Make items for each “biome”
- Unidentified items
- Environmental hazards: ice tiles slippery in a later ice stage, sand … => lava => this is how i can make rooms more interesting, limiting move-ability in the stage without creating colliders for enemies
- Item that changes dash to a teleport.
- Vampire class
- Vampire hunter class
- Witcher class
- Devil contracts
- Gambling event
- Seek absolution from curse at an NPC
- Adapt Diablo2 and Diablo3 abilities and skills into the game.
- Interesting one would be “ultimate” skills like “Archon” and “Wrath of the Berserker”
- Elite enemies
- “Golden” Castle Dungeon - like Anor Londo
- Skill-Check (Attribute Check) Events
- Slime Boss or stage that leaves slimy ground
- Intro sequence (title scroll) that explains lore, or is like tales of phantasia
- Chaos secret room (steal idea from hades - level up and get a special boon)
- Ancient civilization with technology stage
- More classes
- Spell Slots
- BeamWeapons
- Item to reduce shop cost
- health potions
- healing wells
- make healing rarer
- frost armor that shoots frost bolts
- spikes on ground
- campfire with sword in it
- enemy “size” stat/type which can be used for special stats
- soul hearts
- repairpowder
- consumables in roguelike setting more likely to be used
- plague doctor mask (smth with poison)
- Bleeding
- Damage ranges
- curses
- “earth” spell where spikes come out of ground
- weapon ideas:
- sickles
- lucerne
- fire bow, lightning bow, cold bow
- damage while stationary
- ingame soul shop (akin to how you spend essence in gunfire reborn)
- shrine in a bottle
- Vampire Survivors but its not a roguelike but an ARPG
- stats for bombs on equipment etc
- ingame vendors which sell power for souls
- Potion Seller
- No rain of arrows skill
- Trait Ideas:
- Damage if you haven't taken damage recently.
- Execute enemies.
- Permanent + to shield
- beetle staff weapon that makes beetles fly towards enemies
- basisliks can be a random spawn in every stage and they can curse the player
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Event Ideas
- Floor - Cave
- Fairy Spring: Fairy will bless you. (+1 All Stats)
- Old Man: Always contains a “sword” weapon of uncommon rarity.
- Giant Rat: Special encounter.
- Floor - Dungeon
- Cultists: Summon a demon boss if you don’t kill them quickly enough.
- Floor - Jungle
- Witch Doctor: Special shop that sells Potions.
- Monkey Statue: Turns you into a monkey.
- Piranha Pool: Special encounter.
- Hercules Beetle: Special encounter.
- Kobold Village: Special shop that sells Jungle-Themed items.
- Floor - Crypt
- Library: Always contains a “book” weapon as reward
- Coffin: Always contains “Crucifix” accessory as reward
- Ghouls: Special encounter.
- Floor - Desert
- Floor - Underwater
- Pirate Ship / Ghost Ship Event (Fairgryves?)
- Floor - Volcano
- Floor - Hell
- Floor - Underdark
- Floor - Castle
Events:
- A grave with flowers in front of it: ?
- The mana tree: ?
- A statue of a wizard, knight and elve
- A mausoleum
- Demon King “Dhaos” (Chaos?) summon with 3 amulets
- Defend the Soul Vessel
- You find a wishing-well and throw a coin in there for chance of random reward
Boss behavior ideas
1. Charges at player, when charge ends, releases multiple bullets in nova
2. Moves randomly, bullets in nova
3. Bullets surround boss
4. boss fires slightly homing attacks
5. boss spawns bullets that then home in on player
5. boss has a laser that rotates around
6. Boss projectiles return
7. boss has multiple lasers
8. boss shoots nove that is rotating
9. boss calls down things that explode (rocks)
10. boss spawns things that explodes after a while (bombs)
11. boss bullets bounce of walls
12. boss jumps on player and deals damage where he lands
13. boss shoots shots that spiral outwards
14. boss shoots "waves" of projectiles
15. boss shoots projectile when hit
16. boss spawns lasers that rotate
17. boss is actually 2 enemies at once (of same type, gargoyles?)
18. boss is 2 different enemies (ornstein and smough)
19. eater-of-worlds style enemy
20. boss makes duplicates from himself and teleports
21. boss splits at certain points (slime)
22. boss spawns attack beneath player and player has to dodge out of way (nito)
23. boss projectiles split
24. "shaper-balls" leave ground that player cannot walk into
Leveling up system and skills
Thoughts: Might make the game too complicated if you have to manage your “build” (skills) and your gear at the same time. It also removes flexibility of creating unique and awesome items because skills eat up stats.
Upside would be that the player can more “plan” a build. But the question is if this kind of “synergy” building is actually needed. If the game is more like “TBoI”, then simple upgrades should suffice to make the best of a run.
I could go the route and make the game more like “Hades” and fuse these upgrades with the attribute system. Which would give more power to the 3 attribute rewards of rooms, maybe too much power though?
I can say, I like the idea of getting a choice of 3 upgrades in a category of strength, dexterity or intelligence.
I have a few problems with the system.
I want the progression to be slow, so that you can still gain a new skill at later floors and don’t get all your skills early on.
What if you get a new skill at “level” 5, 10, 15, 20, 25 and 30. This would be 6 skills total. Which skills are rolled as a choice is heavily influenced by the stat distribution spread. You have the choice between 3 different skills on level up. After level 30, you can still gain stat points but you cannot gain any more skills.
Skills should have a minimum required amount of one attribute to “unlock” it.
Strength: - Deal increased melee damage.
- Melee weapons have increased reach.
- Spinning weapons spin faster.
- Take reduced non-elemental damage.
- Briefly deal increased damage when you take damage.
- Gain a stack of “Rage” when you hit an enemy. (“Rage” increases damage per stack.)
- Recover a little bit of health on completing a room.
- Gain maximum health.
- Deal increased damage while there are 3 or more enemies left.
- Every 3rd melee attack is a ruthless blow dealing double damage.
- Increased damage with “Bleed”.
- Deal increased damage for a short time after defeating an enemy.
- Base chance to block and take no damage when hit, while wearing a shield-accessory.
- Deal increased damage to enemies at close range.
- Once, when receiving fatal damage you endure the hit and don’t die.
- Blunt weapons gain a chance to inflict “Bleed”.
- You gain +1 strength proficiency.
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Dexterity: - Gain increased critical hit chance.
- Critical hits deal increased damage.
- After a dash you deal increased damage.
- After a dash you briefly gain increased movement speed.
- Increases the length of your dash.
- Ranged attacks have a chance to not consume ammo.
- Ranged attacks deal increased damage.
- You gain +1 dexterity proficiency.
- Arrows bend slightly towards enemies.
- Ranged attacks have a chance to trigger a refire.
- Arrows gain +1 pierce.
- Regenerate some ammo on completing a room.
- When you successfully dodge damage, your next attack will deal a critical hit.
- Increased attack speed with dexterity weapons.
- Deal increased damage to enemies far away from you.
- Gain a base chance to dodge taking damage when hit.
- Increases movement speed.
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Intelligence: - Deal increased lightning damage.
- Deal increased cold damage.
- Deal increased fire damage.
- You gain +1 intelligence proficiency.
- Gain maximum mana.
- Increases mana regeneration.
- Take reduced magic damage.
- Potion effects have increased duration.
- Deal increased magic damage depending on how much mana you have left.
- Deal increased damage with “Poison” and “Burn”.
- Reduced mana cost of magic.
- Reduces attack speed but increases damage with magic.
- Increases magic duration.
- Increases magic area of effect.
- Increases effect of “Chill”.
- Lightning damage gains a chance to “Paralyse” enemies.
- You take increased damage but you also deal increased damage.
- Deal increased damage if only 1 enemy left.
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The Pit | The Forest
Mushroom Enemies Pixies Tree Ents
Bosses: Unicorn Dryad
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The Catacombs | The Mine |
The Jungle | The Swamp |
The Crypt | The Castle |
The Tomb of Anubis | The Library |
The Reef | The Sewers |
The Volcanic Cave | The Icy Cavern |
The Chaos Sanctuary | The Palace |
The Underdark | The Arcane Sanctuary |
The Fortress of Death |
New bosses and enemies:
- Enemy: Goblin
- Boss: Owlbear
- Enemy: Skeleton Mage
- Boss: Witch
- Boss: Dullahan
- Enemy: Ghul
- Boss: Pumpking
- Enemy: Bullywog
- Boss: Hydra
- Enemy: Fire Elemental
- Boss: Magma Golem
- Enemy:
- Change: Beholders => Gazer
- Boss: Beholder
Equipment
Boots |
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Iron Greaves | +1 armor |
Leather Shoes | 10% movement speed |
Wool Shoes | +1 stamina |
Jester Boots | 50% increased stamina recovery speed |
Thief’s Boots | Immune to slow effects |
Dragonscale Greaves | Immune to ground effects |
Winged Boots | Gain 20% increased movement speed after dodge. |
FlameTreads | Moving leaves behind small fires that deal damage. |
Phantom Steps | Extends invincibility duration after dodge. |
Elven Boots | Extends duration of shrine effects by +1 room. |
Lightning Boots | On dodge, strike a nearby enemy with a lightning strike. |
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Body Armors |
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Gold Armor | Drop 2 to 3 gold coins when you take damage. |
Chain Mail | +1 armor |
Hunter Cloak | +15% critical hit chance |
Steel Armor | +2 armor |
Sage Robe | 20% increased magic damage |
Tunic | 20% increased attack speed |
Sorcerer Cloak | +2 to mana |
Dragonscale Armor | Reduces elemental damage taken. |
Armor of Agathys | Grants ice orbitals, which inflict cold damage and chill. |
Mithril Armor | +3 armor |
Crimson Cloak | 20% increased fire damage |
Armor of Thorns | Grants thorn orbitals, which inflict piercing damage. |
Cleric Robe | Recover half a health point upon completing a room in which you took damage. |
Kimono | +1 stamina |
Armor of Avernus | Grants fire orbitals, which inflict fire damage and burn. |
Ranger Coat | 20% chance to not consume ammo |
Spectral Robe | 20% chance to avoid hit damage |
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Fonts
https://fonts.google.com/specimen/Eagle+Lake?category=Handwriting&preview.text=Tiny%20Rogues&preview.size=91&preview.text_type=custom#standard-styles
Soul Upgrades
1 | Ambush | Increased damage for the first 10 seconds when entering a room. | 5%/10%/15% |
2 | Constitution | Chance to recover 1 hp on entering a new floor. | 10%/20%/30% |
3 | Endurance | When taking fatal damage, defy death and recover 1 hp. | 1HP/2HP/3HP |
4 | Tireless | Increased stamina recovery speed. | 5%/10%/15% |
5 | Wisdom | Increased mana recovery speed. | 5%/10%/15% |
6 | Ballistics | Ranged weapons come with increased ammo. | +10/+25/+50 |
7 | Alchemy | Increased duration of potion effects. | + 1/2/3 rooms |
8 | Fortified Soul | Start with a soul heart. | +1 soul heart |
9 | Dirty Techniques | Increases damage with bleed, poison and burn. | 5%/10%/15% |
10 | Precision | Increased critical hit chance. | 5%/10%/15% |
11 | Ruthlessness | Increased physical damage. | 5%/10%/15% |
12 | Fanaticism | Increased damage against undead and fiends. | 5%/10%/15% |
13 | Ash, Frost and Storm | Increased fire, cold and lightning damage. | 5%/10%/15% |
14 | Finesse | Increased attack speed. | 5%/10%/20% |
15 | Enlightenment | Increased duration of shrine effects. | + 1/2/3 rooms |
16 | Charisma | Reduced shop prices. | -5%/-10%/-20% |
Hand Axe x
Priest Scepter
Club x
Shortbow
Longsword x
Ruby Wand
Missile Wand
Dagger
Shortsword x
Broadsword x
Very Slow: 1.25
Slow: 1.5
Medium: 2
Fast: 2.5
Very Fast: 3
Insanely Fast: 4
Very Low Damage: 40 - 60
Low Damage: 50 - 70
Medium Damage: 60 - 80
High Damage: 70 - 90
Very High Damage: 80 - 100
Marketing ideas
Skill showcases