Development Project Students are asked to adapt and improve upon an existing Unity C# project, developing upon a basic framework to create a playable, finished game. Students will need to plan & create additional content, including the development & implementation of gameplay, design & technical features, finally publishing the game as a finished product.
#SFASX Project Plan #Ayran Olckers – Misadventures of Sir Noob-A-Lot
Intro A classic dungeon crawler with action and rougelike elements. when you play as Sir Noob-A-Lot, a Model Noob robot that has to eradicate slime monsters in a dungeon.
Initial Ideas • Play as a robot that has both Range and melee attacks. • Typical RPG elements: o Experience o Health o Inventory o Stats o Various enemies Range Melee Enemies follow (AI)
Research For this game I had 2 main games which I got idea from. Baldurs Gate Dark Alliance and Hunter Wayward
Development Todo • [X] Add player movement (could use improvement)
• [X] Add shooting arrows
• [X] Add sword combat
• [X] Add damage detection for slime monster
• [X] Add damage for player/slime attacks
• [X] 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.
• [X] Add XP
• [X] 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
• [X] Add different monsters
• [ ] Ghost
• [ ] Poison trail slime
• [ ] Fire Slimes
• [ ] Things other than slimes?
• [ ] Others
• [X] Inventory
• [ ] Make equipping different items show different models in-game
• [X] Items(Need Many More, but Framework is there)
• [ ] Chests/Loot Bags
• [ ] Items dropped by monsters
• [ ] More Weapons and Items
• [X] Menu/Settings
• [ ] Proper UI Scaling
• [X] Pause Menu
• [ ] Options
• [X] 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 for future: 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 Approximate numbers: • Melee o Swords (10 in game) - Middle of the road stats for speed/strength o Hammers/Axes (7 in game) - high strength and low speed o Knives (5 in game) - low strength high speed • Ranges o Bow (10 in game) - Some have balanced speed/strength but some also have higher speed and lower strength o 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 Assets and tools Sounds: https://freesound.org/