Sometimes known as Dungeon Cubed this is a WIP unity dungeon game with action and rougelike elements. The end goal is to make a fun, playable game that at least a small number of people can enjoy and that we can finish. We are probably aiming to release summer of 2017.
##Edits
Becareful with editing stuff because this is a Unity project and weird things happen. Don't just upload what you think you changed please. I work with the Github app and it automatically syncs with the file on my computer to figure out and commit changes.
- Download File and put it in your unity workspace
- Go into unity and hit "open"
- Navagate and open the folder labeled 'Dungeon^3'
- Get editing!
##Todo
- Add player movement (could use improvement)
- Add shooting arrows
- Add sword combat
- Add damage detection for slime monster
- Add damage for player/slime attacks
- Add health
- Dying
- Health Bar (maybe like one in Farcry 2 where it is split into segments and only auto-regens one segment and you need potions to regen other sections.
- Add XP
- Add Levelling Up and Character Stats
- Level Up Animation
- Add implementation of effects of all Stats
- Add dungeon generation? / Room progression
- Data Persistence to Save stuff between Rooms
- Add different monsters
- Ghost
- Poison trail slime
- Fire Slimes
- Things other than slimes?
- Others
- Inventory
- Make equipping different items show different models in-game
- Items(Need Many More, but Framework is there)
- Chests/Loot Bags
- Items dropped by monsters
- More Weapons and Items
- Menu/Settings
- Proper UI Scaling
- Pause Menu
- Options
- Start Menu
- Play Menu?
- Death Menu
- Add Red Vision at Low Health (Maybe we don't need this, it might look weird)
- Plot
- Sprucing up Looks and Making it look more professional (Models, textures, lighting, rendering, animations, particles, etc.)
- Tutorial
- Music
- Sound Effects
- Path finding/Better AI ##Things to Consider
###Items How should items, items' stats and player item-related stats work?
Maybe: Each item is ranked by recharge speed, and strength. After each strike/shot there is a time before you can shoot/swing again, determined by the item recharge speed. Obviously, the strength would correlate to the damage done. The player's melee/ranged weapon skill improves the damage and the recharge speed? Or maybe just the damage done by each category of weapon respectively.
Categories of Weapons and Approxiamite numbers:
- Melee
- Swords (10 in game) - Middle of the road stats for speed/strength
- Hammers/Axes (7 in game) - high strength and low speed
- Knives (5 in game) - low strength high speed
- Ranges
- Bow (10 in game) - Some have balanced speed/strength but some also have higher speed and lower strength
- Crossbow (5 in game) - high strength lower speed
###Saving Should players be allowed to save?
- No
- Save & Quit Button Between Levels
- Whenever you quit to title
- Autosave
- Save should clear on death
##Extensions to the Game Once Finished
- First Person View
- Build your own level
- Special Skill/Power Tree
- Magic/Mana and Spells
- Multiplayer (Costs $$$)
- Achievements
- Classes
- Customizable Color
- Mobile Port
- Free version with 10 levels and a boss
- $0.99 version with unlimited levels, all monsters, all items, and player customizability.
##Plot Ideas
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The cube (our main character) has been living in a world of spheres. Because he is a cube, he is socially outcast. Eventually, he screws something up (maybe breaks something important) and they banish him into a dungeon that nobody has ever came back from. He fights his way through a horde of slime and monsters (the game), eventually, when he kills a big boss slime, he realizes that the slimes were really cubes like him, and that the big boss was his father.
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Plot points are conveyed through dropped notes in the level.