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OK, here's the document with less spacey formatting.
The player is going through a "dungeon" with locked doors and locked boxes in the rooms. They must unlock enough rooms to find the final exit.
Some are transparent, some are not.
Possible contents:
- Monster
- Key
- Protection
- Healing
- Weapon (limited use)
- Other boxes
- Nothing
Boxes can be empty. They can't be locked once unlocked.
Locks can be used once. Once they are opened, they are gone.
Keys can (usually) be used once. Keys have a color and can unlock locks of the same color.
The PC is not a great fighter and is better off dealing with monsters by pitting them against other monsters.
Spaceship in trouble.
- Boxes are found in a new room. They're locked.
- Player decides to leave them locked.
- No tension.
Some boxes should unlock after a certain amount of time to avoid this.
- A monster hits the player. The player loses hp.
- The player maneuvers to the side of the monster and shoves it into a box. The player does not take damage from hitting a safe side of the monster.
- The room has:
- Three locked boxes:
- A transparent one with a monster, box key, and a timed lock with 30 seconds.
- An opaque one with a door key.
- An opaque one with a monster and a helmet.
- One empty box.
- A loose box key.
- A locked door.
- An opened door back to the room the player came from.
- Three locked boxes:
- The player picks up the loose box key.
- They use it to open the one with the monster and helmet.
- The monster hits for one damage.
- The player pushes the empty box onto the monster. It is trapped.
- The player takes the helmet.
- The timer goes off and the other monster and box key come out.
- The monster hits the player, but the helmet prevents damage and is destroyed.
- The player grabs the box key.
- The player unlocks the box that the first monster is in.
- The first monster attacks the second monster.
- Out of keys, the player retreats to the previous room to look for more keys.
- Find or create map tiles.
- Generate maps using just an adjacent room algorithm.
- Maps should define:
- Walls
- Doors
- Locks on the doors
- Boxes
- Locks on the boxes
- Box content
- If there's time at the end: Generate the rooms using a graph.
- Create an object that, when touched, will trigger a game winning message.
- Find or create sprites for the player.
- Taking items.
- Listing inventory.
- Everything is the current room should be visible. Everything else should not be.
- Object affixed to another object, visibly.
- Objects need to be able to keep affixed objects with them as they move.
- Object that if it comes into contact with a key (which could mean it is in the inventory of a character that contacts it), does something, then disappears.
- That something is usually to set a door to unlocked.
- Object that is impassable unless opened.
- When opened, moves to the side, and possibly has some other side effect.
- Small room with door on it.
- Cover: Box top, which is hidden when the door opens. Cover may be transparent or translucent.
- When pushed, all of its contents go with it.
- Visible object affixed to another object.
- When the time is up, it disappears and applies some effect to that object.
- e.g. Unlocks a lock.
- Needs sprites.
- Object that moves toward the player or other monsters each tick.
- Attacks with animation, causes damage to target.
- Can be pushed.