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Proposal for GAME 1303



Game Overview


Working Title

  • Dungeon Bosses


Elevator Pitch (Changed Completely)

  • Players will need to adapt to different gameplay styles on the fly throughout their progress in the game. For example, the player will traverse a dungeon in a rougue hack n slash style of gameplay and then when they reach the final boss of the dungeon the fight become a turnbased rpg style. Another example would be the player travels through a gauntlet of enemies in a galaga style of gameplay and then the final boss would be similar to a mega man boss. Truly a game with multiple callbacks to various retro gameplay styles

(1 level of the 3 originally planned were made due to time constraints)



Concept Overview

- Genre:

  • dungeon crawler, rpg, etc.

- Target Audience:

  • anybody looking to kill time

- Platform & System Requirements:

  • Windows Operating System for the game build
  • Web build version (if there is extra time to look into)
  • Godot Game Enigne for Development

- Theme and Setting:

  • Each "Dugeon" can have its own style (discussed with team)
  • Gameplay would probably be level selection oriented from a ui menu or the player picks a door to go through in a hub world.
  • Player is a type of traveller that corrects worlds that have gone too far down the wrong path


Project Scope

Our Team

  • Programmer: Edward Cruz, placeholder, etc.
  • Level Design: Darren Zemanek
  • Sound Design: Pablo
  • Art: Lewis Christie
  • QA: Edward Cruz, Darren Zemanek, Pablo Garcia, Lewis Christie, and many others who were not part of the class.


Locations

  • Inspirations from the team
  • In game locales will be based off of these inspirations
  • (This should ensure people on the team are interesested to work on at least a portion of the game)


Story (scratched - had to remove due to time constraints on everyones schedules)

  • I would like to keep it as simple and vague as possible
  • since the plan is for 3 full levels with dugeon and boss in each, im thinking of having story beats sprinkled at certain sections where gameplay is at a minimum.

Locations where story should be told:

  • (intro before the player does anything)
  • (some excerpt of info on a world at each door in the hub when a player is choosing to go through a door)
  • (some dialouge or explanation of what needs to be done at the beginning of a dugeon)
  • (before or after a boss fight in a dugeon)
  • (after the player comes back from a dugeon to the hub world)


Characters (scratched)

  • The Player
  • The player will have a companion that will explain things to the player (dont know what form it will take yet)
  • Each Boss will be considered a character since they will have dialouge lines
  • Maybe an npc for shop items (if needed)


Gameplay/Mechanics

  • PlayerController (needed for every gameplay style)
  • AI Controller (one specific for every boss and enemies)
  • Object Specs (interactions, collsions, etc.)


Levels

  • Tutorial Area / World Hub (scratched)
  • Level 1 / First Dungeon
    • Side scroller gameplay, player will have a shotgun
    • Boss room at the end of the level.
  • Level 2 / Second Dungeon (scratched)
  • Level 3 / Third Dungeon (scratched)
  • Anything else can decided at a later date.


assets

  • Art, at the artist's direction, will decide on specs so that everyone can work with expectations on asset specs in mind.
  • Sound, would be prefered if 1 person worked on this entirely, if not then sound design will be left for last on priority list.

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the final project for GAME 1303

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