CPSC 4160/6160: �Milestone 1 Presentation�
Joseph Kelly
CPSC 6160
Game description
Name title:
Ghost Town Experiment
Genre:
Ghost Town Experiment is a roguelike.
The player uses turn-based tactics to navigate on a grid-based map, while fighting enemies, gaining experience, and finding items. Death is permanent and resets the game.
Game description
Game Objectives:
Mercenary seeks to discover and eliminate the source of corruption that is turning towns desolate, with abominable creatures appearing afterward.
Game description
Game Objectives:
Levels are randomly generated with tiles, walls, enemies, and items. The endpoint of each level will be a staircase that leads down to a deeper level, furthering progression. As the player goes deeper, enemies will become harder and differ, and the player will get closer to the final boss.
All actions in the game are turn based. The game’s state is latched until the player chooses to do something. This will tick time for the world around them.
Game information
Skill rating: 5+ year-olds.
Early on, the game will require basic logical thinking that could be accomplished by a child. As the game progresses, more advanced understanding of tactics will be necessary to beat the game.
Audience: Male and Females above 5 years old and older.
Game references
Pixel Dungeon
Rogue
Entities – Player character
-Stands idle, walks, attacks, and dies
-Mercenary in ninja like outfit
-Will animate character when moving, attacking, or dying
-Right facing will employ pygame.transform.flip()
-Health points
Entities - Enemies
Entities - Items
Game mechanics
Game mechanics
Player’s mechanics
The mechanics of the Mercenary involve
Modules
Software architecture
User Input Processing
-Keys to move, attack, interact, use item
Player turn executed
-Apply players action
Enemy Turn processed
-LoS Check
-Chase & Attack
-Wander
Update State
-HP adjustment
-Update tiles with FoV
-Animation index
Item
-Process item on floor
Field of View and Line of Sight
-What player can see
-FoW for unexplored tiles beyond radius
Collision and Combat
-Walls are a block
-Enemies are attacked
-Special floor tiles
Render
-Tiles, sprites, items, enemies, player, UI, log
Check
-Player death
-Descension
Message log
-List attacks, pickups, enemy deaths
Initialization
-Config
-Map
-State
Timeline
Map generation and enemy AI will most likely be the most difficult module to implement, and thus will be accomplished as early as possible.