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Credits

https://medium.com/free-code-camp/how-to-make-your-own-procedural-dungeon-map-generator-using-the-random-walk-algorithm-e0085c8aa9a

TO DO

  • Readjust weapon stats to creature levels
  • Readjust creature stats
  • Treasures - fix articles; reduce encounters
  • Add scroll of return to possible treasures or create traveling merchant encounter?
  • More traveling text
  • Is there a story? What else to do besides fight monsters? Quests? SEE GAMEPLAY REVISION BELOW
  • Player customization - validation
  • Bestiary
  • Treasure maps
  • Sound?
  • More than one fighter
  • More than one fiend
  • Meta stats - fiends killed, “steps” taken, etc - SHOW ON DEATH SCREEN, INCLUDE GOLD & FAME
  • Monster drops
  • Puzzles?
  • Traps?
  • Crafting? Big lift.
  • Sort inventory?
  • Inventory limit?
  • Critical hits?
  • Write tests
  • Goblin is too powerful
  • Create a debugger/testing room/commands
  • Autosave - periodic? on navigate away?
  • UI updates/better design
  • Tutorial guides
  • Might need to put a prompt on the exit tile in case it blocks a tunnel
  • Fame
    • Reach certain levels of dungeon (10s)
    • Defeat certain creatures / defeat first of each type of creature
    • Reach certain number of steps (1000s)
    • Find certain treasures
  • Mimics when finding treasure?
  • "Equip now?" when buying equipment
  • Monster drops for quests need some sort of animation
  • Can't show quests by level range, you might level out of quests that are in progress
  • When you teleport out and then re-enter the dungeon, where should you start?
  • Should characters have different starting equipment or stats?
  • Should quests be global or local?
  • Should unarmed be an option?

Test play: too much gold. Cost steps for items too small. Too many treasure encounters. Leveling is too fast.

Gameplay Revision

  • Gameplay similar to Void Tyrant
  • Start game in offices of "Dungeon Delvers Inc."
  • Need an overarching goal to aim for, something big and difficult
    • Defeat a big bad?
    • Destroy a cult?
    • Find a legendary treasure?
    • No matter what, should be very deep in the dungeon
  • When starting, it's a new business, no amenities
    • As money is earned, can buy things like starting equipment & magic
    • Take on small quests to earn more money & fame
  • Choose a hero to go through the dungeon
    • Go as deep as you can, fight as many fiends as you can
    • Need to make fiends stronger so there's more risk
    • If hero dies, back to office, player gets the money
      • Recovery team? Magic? Why not equipment?
  • Shop does not have all inventory at once, should get more as game goes on

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Dungeon crawl implemented in React

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