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Tower of Purgatory

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Send a party of androgynous animal dudes up a tower that you build! Watch 'em level up! Sell their loot! Buy them equipment! Make bank off taxing them! And maybe, just maybe, they can escape the tower of purgatory into the wondrous clouds above!

Screenshot

This a faux-3D tower builder and light RPG simulator written for the third ebitengine game jam

Features

  • Weird 2D rendering creating a faux 3D effect!
  • Build each level of the tower!
  • RPG for your lil dudes!
    • Leveling!
    • EXP Gain!
    • Equipment managing!
    • Random loot!
    • Excessive notifications!
  • Progressive enemies and room types!
  • Bosses!
  • Potentially endless gameplay!
  • Dynamic music based upon room placement!

Building & Running

go run . build thenr go run . run

ebijam24's People

Contributors

kettek avatar liqmix avatar

Stargazers

Jacob Salmela avatar soup avatar

Watchers

 avatar

ebijam24's Issues

Make Rooms

Sizes

  • small - 1/8th
  • medium - 2/8th
  • large - 3/8th
  • huge - 4/8th

Rooms

Each stage the player must place a set of required rooms and may purchase additional rooms with gold.
When a story is filled the next story must be added to.

Can randomly have perks which cause effects when dudes

  • enter/exit (are these the same?)
  • are inside

Each room traversal grants XP for the dude

Armory

A repository of weapons and armor.
exit

  • medium - increases (all or one at random?) of a dude's equipment by one level
  • large - increases (all or one at random?) of a dude's equipment by one quality

Library / Enchanter?

An arcane abode
exit

  • medium - enchants equipment with a random perk if theres one with empty slot or upgrades quality of an existing perk

Healing Shrine

A place of respite
enter

  • small (?) - heal pitiful health
  • medium - heal some health
  • large - heal a lotta health

Well (maybe can be combined with healing shrine)

A well that's drilled in to the... wait huh?
enter

  • small - replenishes all equipment uses by one
  • medium - replenishes all equipment uses by three
  • large - replenishes all equipment uses

Treasure Room

A room full of golden goodies.
exit

  • small - some gold
  • medium - more gold
  • large - even more gold
  • huge - alotta gold

Shoppe

Trade goldies for equippies (how do they decide what to buy or not)
exit

  • medium

Bar

Lowers cowardice scaling with dudes strength
enter

  • medium

Combat Room

while inside
Each dude attempts to traverse the room while being attacked by a creature.
Isolated combat 1v1

Can be dealt with by each class in their own way:
Knight has defense to tank the hits
Vagabond kills creature with strength
Cleric heals through creature's attacks
Ranger runs through it

  • medium
  • large
  • huge(?)

Boss Room

special
Combat with all alive dudes.
Dudes will wait at boss until all other dudes have arrived (can be started early by player)
Has a boss with their own set of stats
Has attack patterns that target based on cowardice (generally hitting lowest cowardice dudes first)
Maybe has weaknesses to certain stat attacks?
Fight lasts until all dudes are dead or the boss is killed

  • huge

Danger Rooms

  • curse medium (% to lower level, lower equipment, or lower perk)
  • spikes small
  • lava medium
  • poison gas small
  • arrow trap gauntlet large

Thinking About Stats, Equipment, Perks, Combat

Stats

	currentHp int // how dead are they
	totalHp   int // how dead could they not be
	strength  int // how hard they hit in combat
	wisdom    int // how well they heal, influences stat variation
	defense   int // reduces enemy attack
	agility   int // how fast they zip
	cowardice int // combat priority (who gets hit first)

The idea is that each stat influences a given dude's progression through the tower.
Perhaps there are rooms that test a certain stat and give rewards/penalties.

Questions

  • Are these all the stats? (i like the idea of adding luck)
  • How should cowardice be managed? Should it change on leveling?

Equipment

Every dude can carry up to 3(?) equipment.
Equipment may have stats and it may have perks.
Equipment has a level, quality, uses, and source.

  • Level: Contributes to equipment stat bonus
  • Quality: Contributes to equipment stat bonus, and determines total number of uses
  • Uses: The number of times the equipment's perk can be used before recharging
  • Source: Where the item can appear (gating certain items until later progression)

When level increases to max (5), the quality of the equipment increases.

The number of uses is determined by the quality of the equipment.

The stats of a dude are their current stats + the stats of all equipment they are using.

Equipment should be generated from pool of equipment and chance to have random perk with random effect.

Visual

Equipment can potentially have a visual effect on the character that uses it.
A given equipment item should show its name and the perk attached to it in some sort of box or something.

Open Questions

  • How many uses does equipment get?
  • What happens when uses runs out (i added unbreakable property assuming they'd break but rethinking)
  • How should we limit equipment a dude can have? Slots? Number?
  • Can perks increase the equipment limit?
  • How do we determine whether or not a dude swaps to a different equipment?

Perks

Equipment (and rooms?) can have perks attached to them.
Each perk has at least one event that it activates in reaction to.

The effects of a perk can widely vary. Besides the starting perks on the classes, each perk's effect is chosen randomly.

If a perk is meant to be a constant (like a stat boost) then it should react to both the equip event and the unequip event.

Open Questions

  • Do we want to make a blacklist of perk effect combinations to prevent broken cheese? Perhaps there are perks that can only have certain effects (Stat Boost on every room entrance seems broken)

Post-Game Jam Update Wish List

Description

These are a list of updates we would have liked to made before the game jam completed.
The items mentioned here may or may not be added.

Bugfixes

  • enemy offset tweaking
  • UIItemList scroll offsets not being centered
  • Dude heads glitching into next story while going up stairs
  • Camera switching when focused dude perishes
  • Tower top is a bit close to last story
  • Game doesn't clear loot and dudes between mode selections (crashes if you select an equipment from previous run)
  • Ability to look at gear after win screen is up
  • boss stacks get all mixed up
  • dudes flicker when placing room
  • web performance ๐Ÿ’€

Game

  • tutorial? or at least a ui reference
  • larger floors the higher the tower is
  • โœ… Simulation mode (uninterruptible autoplayed game on extremely low difficulty)
  • Campaign mode; Keep dudes for multiple tower trips. (Scale based off dude levels?)
  • MORE GEAR
  • MORE PERKS
  • 3 Towers each with separate classes that come together in the middle and combine forces to ascend one ultimate final tower full of godlike legendary equipment
  • equipment increases stats by more than described
  • โœ… auto equip dudes from shared inventory

Graphics

  • Add walls for all the room types
  • Add floor textures to those missing any
  • Add some sort of outside the tower fog or land
  • Application icon
  • Glowing equipment

UI

  • Faded in title Screen for that WAOW factor
  • Option to restart from within game
  • Ability to mute individual rooms
  • Multilingual
  • Timeout room description boxes when not hovering
  • sell all button
  • indication in equipment list if eq has a perk
  • sorting equipment list/dudes
  • allow UI zoom control
  • allow not ignoring UI zoom for tiny text

Audio

  • Better mixed music
  • Better panning
  • Better music (longer song)
  • corrected looping title
  • SFX
    • UI Interactions
    • Rooms
    • Enemies
    • Attacks
    • Loot
    • Etc.

Balance

  • Make user interactions more meaningful?
  • Find that "surviving by skin of teeth" feel at every top story level/boss

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