6:35pm - It's been almost a week since I worked last. I've been diving into a new Minecraft mod pack, and that's been eating up most of my time.
I haven't been completely workless, though I haven't been doing Work Posts. Mostly I've been watching YouTube vids for ideas on the structure and architecture of my game. It hasn't been easy since not many Roguelikes are made in Unity, and those that are aren't usually turn based. Unity is great at action games. You have to twist it a bit to make turn based games. That might be the case for any modern engine though. Heh.
I watched some videos earlier today even. However, the video makers typically go for a MVC architecture which isn't how Unity typically works. Even those that don't use MVC specifically tend to go for a single-scene game, loading levels from files. I want to author my levels in the Unity Editor and have each scene be an independant level/area. Most videos on that style are for action games, though! XD
Still, I've learned some things. I also found out about a website tool I hadn't heard of before, called hacknplan. It's at http://hacknplan.com/ and it's supposedly similar to Trello, but specifically for game development. I've only barely used Trello but I can definately see how that would be useful, so I'm going to look at hacknplan first today, and then try again to solidify my design ideas for the game.
7:39pm - Okay I've gone ahead and made myself a project on hacknplan. We'll see how that works out.
My first task is to actually set up the Game Design in the Hack n Plan project.
7:44pm - Trying to set up the Game Design Model on Hack n Plan has revealed to me just how loose my plan actually is at this point.
So I'll start with trying to write it out.
I'm going to make a Roguelike Game.
The game will be made up primarily of two locations, the Town and the Dungeon.
The Town can be built up by the player, resulting in different architecture.
The Dungeon is Randomly Generated.
If the player dies in the dungeon, they lose all their items and have to start over, but the town remains in its current state, saving some progress.
Town Facts:
The player can stash some items in town to prevent losing them in the dungeon.
The player can unlock a blacksmith to improve their weapon and shield.
The player can trade for a small selection of items from a traveling peddler.
The player can eat status boosting meals at the inn.
The town grows as the player reaches milestones. 5 levels, 10 levels, 20 levels, 30 levels, 40 levels
The stages of town development are:
1. Just an Inn
2. Inn with visiting Peddler and Blacksmith
3. Inn with Storage, Peddler, and Blacksmith Outside
4. Inn with Bigger Storage, Peddler, and Blacksmith Shop
5. Inn with Bigger Storage, Peddler Outside, and Blacksmith Shop
6. Inn with Biggest Storage, Peddler Shop, and Blacksmith Shop
Dungeon Facts:
The dungeon has 49 randomly generated levels and one pregenerated level.
Each level of the dungeon is made up of a collection of rooms and hallways.
Each room of the dungeon has a randomly generated description.
Each floor of the dungeon has a selection of monsters on it, which grow stronger each level the player progresses into the dungeon.
Items found on the floor in dungeons:
Weapons
Shields
Potions
Weapon Improvement Powder
Shield Improvement Powder
Escape Feathers
Food
The player must eat food to survive in the dungeon.
The final floor of the dungeon is an encounter with the Mad Wizard. Defeat the Mad Wizard to win!
Gameplay Features:
Tile Map
Eight Directional Movement
Walk into Enemy to Fight
In-game Pop-up Menu
Enemies with different AI Behaviors
Linear equipment improvement
Conversation with NPCs
Randomly generated Dungeons
Randomly generated Dungeon Room Descriptions
Gamepad Control
Keyboard Control
Game Architecture:
Scenes:
Main Menu
Town 1, 2, 3, 4, 5, and 6
Random Dungeon Level
Final Boss Room
Game Over Scene
Game Win Scene
Each Scene has an InputManager that handles routing player input.
The Town and Dungeon Scenes have a TurnManager that handles cycling through GameObjects' turns.
Each entity is a GameObject and can theoretically be controlled by the player.
AI behavior is handled by scriptable object Brains which are injected into the entity. A PlayerBrain is a special brain that makes the entity controlled by the player.
When the TurnManager cycles to an entity with a PlayerBrain, it waits for input from the InputManager.
9:02pm - And I'm out of time. This is a good start. I'll have to continue it later on.
I haven't been completely workless, though I haven't been doing Work Posts. Mostly I've been watching YouTube vids for ideas on the structure and architecture of my game. It hasn't been easy since not many Roguelikes are made in Unity, and those that are aren't usually turn based. Unity is great at action games. You have to twist it a bit to make turn based games. That might be the case for any modern engine though. Heh.
I watched some videos earlier today even. However, the video makers typically go for a MVC architecture which isn't how Unity typically works. Even those that don't use MVC specifically tend to go for a single-scene game, loading levels from files. I want to author my levels in the Unity Editor and have each scene be an independant level/area. Most videos on that style are for action games, though! XD
Still, I've learned some things. I also found out about a website tool I hadn't heard of before, called hacknplan. It's at http://hacknplan.com/ and it's supposedly similar to Trello, but specifically for game development. I've only barely used Trello but I can definately see how that would be useful, so I'm going to look at hacknplan first today, and then try again to solidify my design ideas for the game.
7:39pm - Okay I've gone ahead and made myself a project on hacknplan. We'll see how that works out.
My first task is to actually set up the Game Design in the Hack n Plan project.
7:44pm - Trying to set up the Game Design Model on Hack n Plan has revealed to me just how loose my plan actually is at this point.
So I'll start with trying to write it out.
I'm going to make a Roguelike Game.
The game will be made up primarily of two locations, the Town and the Dungeon.
The Town can be built up by the player, resulting in different architecture.
The Dungeon is Randomly Generated.
If the player dies in the dungeon, they lose all their items and have to start over, but the town remains in its current state, saving some progress.
Town Facts:
The player can stash some items in town to prevent losing them in the dungeon.
The player can unlock a blacksmith to improve their weapon and shield.
The player can trade for a small selection of items from a traveling peddler.
The player can eat status boosting meals at the inn.
The town grows as the player reaches milestones. 5 levels, 10 levels, 20 levels, 30 levels, 40 levels
The stages of town development are:
1. Just an Inn
2. Inn with visiting Peddler and Blacksmith
3. Inn with Storage, Peddler, and Blacksmith Outside
4. Inn with Bigger Storage, Peddler, and Blacksmith Shop
5. Inn with Bigger Storage, Peddler Outside, and Blacksmith Shop
6. Inn with Biggest Storage, Peddler Shop, and Blacksmith Shop
Dungeon Facts:
The dungeon has 49 randomly generated levels and one pregenerated level.
Each level of the dungeon is made up of a collection of rooms and hallways.
Each room of the dungeon has a randomly generated description.
Each floor of the dungeon has a selection of monsters on it, which grow stronger each level the player progresses into the dungeon.
Items found on the floor in dungeons:
Weapons
Shields
Potions
Weapon Improvement Powder
Shield Improvement Powder
Escape Feathers
Food
The player must eat food to survive in the dungeon.
The final floor of the dungeon is an encounter with the Mad Wizard. Defeat the Mad Wizard to win!
Gameplay Features:
Tile Map
Eight Directional Movement
Walk into Enemy to Fight
In-game Pop-up Menu
Enemies with different AI Behaviors
Linear equipment improvement
Conversation with NPCs
Randomly generated Dungeons
Randomly generated Dungeon Room Descriptions
Gamepad Control
Keyboard Control
Game Architecture:
Scenes:
Main Menu
Town 1, 2, 3, 4, 5, and 6
Random Dungeon Level
Final Boss Room
Game Over Scene
Game Win Scene
Each Scene has an InputManager that handles routing player input.
The Town and Dungeon Scenes have a TurnManager that handles cycling through GameObjects' turns.
Each entity is a GameObject and can theoretically be controlled by the player.
AI behavior is handled by scriptable object Brains which are injected into the entity. A PlayerBrain is a special brain that makes the entity controlled by the player.
When the TurnManager cycles to an entity with a PlayerBrain, it waits for input from the InputManager.
9:02pm - And I'm out of time. This is a good start. I'll have to continue it later on.