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CPSC 4160: Game

Skyler Wolf

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Game Description

Game title:

The Enigmatic Dungeon

Genre:

2-d rogue-lite, top-down, dungeon crawler

The player traverses progressively more difficult areas on their way to a boss. The player gets stronger after each successful dungeon.

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Game Objectives

The player ventures into the dungeon to secure loot and experience in order to defeat the dungeon boss

The dungeon gets progressively harder as the player moves on from floor to floor

Moving to the door allows the player to traverse to the lower floors

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Game Objectives

After the player completes the dungeon floor, they will reach the boss room

The boss has choreographed attacks, and possibly an objective to complete

Upon completion, the player will receive extra rewards

Once the player defeats the boss, the base game loop is over

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Game Information

Skill rating: 13+ year olds

Audience: Anyone 13+ years old

Hybridizing roguelike and rogue-lite genres

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Game Inspiration

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Color Palette

  • Minion stages will be randomly assigned upon dungeon entry
  • Boss rooms have special designs and palettes that are based on their features

Example combinations follow the following scheme:

Floor/ floor contrast/ shadows/ gemstones/ sparkles

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Entities - Player

  1. Player - class breakdown
    1. Holy Paladin - broadsword user
      1. Focused on close quarters fighting
      2. Armor upgrade will double health

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Entities - NPC

  1. Guild receptionist
    1. Main NPC communicating with the player at the guild
    2. Treated as a vendor for armor
    3. Will buy dungeon loot from you for specified amounts of gold

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Entities - Enemies

  1. Slime - higher floor enemy
    1. Slow walking towards the player
  2. Skeleton - higher floor enemy
    • Fling bones towards the player
    • Slow walking towards the player

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Entities - Bosses

  1. Skeleton Necromancer boss - normal boss
    1. The Necromancer will continually summon skeletons until the time limit has been reached
    2. Upon reaching the predetermined time limit, the Necromancer will recognize the player’s skill and the fight will be over
    3. Not actually visible in the scene, but hidden behind ominous curtain at top of screen

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Items

  1. Armor (helm/chestplate)
    1. Bought via guild vendor, or dropped during the dungeon
    2. Doubles the players health
  2. Enemy drops
    • When defeated enemies will drop their specific item, will update the inventory at the top right of screen

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Game Mechanics

Enemies: The game features multiple base level enemies (slime, skeleton) that are integral to non-boss floors. The player must defeat all enemies on the current floor to move on

Door: After clearing the current floor, a door will appear in the floor to descend further

Boss fight scenarios: Specific bosses have encounter mechanics that may not simply be defeat the boss (i.e. The Necromancer : time based)

Items: A player’s armor can be upgraded to double their health

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Player Mechanics

The player is controlled via:

  • Movement keys: w,a,s,d
    • Left and right arrow during level select
  • Mouse location for heading
  • Spacebar for attack
    • Non-targeting but will attack towards heading

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Modules (in order of priority)

  1. Player
    1. Anything encompassing basic attacks, skills, player sprites, and movement
    2. Player level via experience tally and milestones
  2. Enemy
    • Minion
      1. Anything encompassing a minion attack, minion sprites, and movement
    • *Boss*
      • Anything encompassing a bosses sprite, movement, attacks, gimmick
  3. Collision
    • Boundaries of dungeon floors, collision between player and enemy
  4. Guild
    • Anything encompassing the guild, its receptionist and its interaction with the player
  5. *Items*
    • Armor
  6. Item rewards
    • Anything involving dungeon floor rewards
  7. Money - receptionist’s vendor capabilities

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Software Architecture