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Home Page: https://ljvmiranda921.itch.io/abyss
License: MIT License
Descend into the abyss | A retro action-roguelike game
Home Page: https://ljvmiranda921.itch.io/abyss
License: MIT License
Working title: Abyss
Act 1: Isolation
Act 2: Exhaustion
Act 3: Burnout
Plot twist: Final boss fight is yourself
Boss fight ideas:
It needs to:
idle
animation when not movingwalk
animation when movingMake the player feel that increasing damage is worth it. Improve slash effect as they go
For practice. And maybe blogpost potential
Maybe it's better to create a sub-class for the LevelBuilder so that it's easier to manage? There are some functions that are only used when generating levels, and they're not really called outside Level.gd. Better to lessen their score by making a sub-class?
Good thing about GDScript is that it looks like Python. Maybe you can use that to create a LevelCreator
class and a Character
class?
Best lead: https://github.com/probrain-dev/godot_web_external_audio_motor
Reference: godotengine/godot#47453
Same sprite as your character, but darker
The boss battle should have 3 acts
The enemy demonstrates his power, shows to the Player that he is clearly unmatched
flying
The enemy avoids attacks and let his minions do his work. He becomes frantic as the fight goes on
walking
similar to PlayerThe enemy charges head on, it's a one on one fight—no tricks no illusions
trudging
To-do:
Rogue actually does an evade
, but I will just lump it with the defend
mechanic. For defender, defend
causes 80% damage reduction but 90% less damage.
What happens:
Maybe this can help? https://www.youtube.com/watch?v=_4_DVbZwmYc
Enemy should have a %-chance to drop an item / weapon when they're defeated.
Items can be healing pots.
As of now, the boss is just stuck whenever you depleted his HP.
This must transition to the credits scene. Fade into black.
After defeating the boss, it should move towards a place and it must spawn a Ladder going Up. Once the Player moves up the Ladder, the credits will roll
Thank you for playing!
Time:
Number of kills:
Potions drank:
Power-ups obtained:
In case the player was able to get a damage upgrade in Act 1, it should easily be felt when fighting the Plantera, Bees, and Monkeys:
Maybe pressing esc? Then it muffles the sound? Not sure how it will work on touch screens
https://docs.godotengine.org/en/stable/tutorials/misc/pausing_games.html
Make everything melee:
Status:
So now you have 9 different combinations:
Skeleton Defender art is not that good. Ensure that:
Skeleton Rogue:
On the first playthrough, it's not obvious what potions are and how much they heal your character. Also, it's not obvious how to descend to the next act.
Maybe you can show a dialog box and then highlight the potion/ladder itself? I guess it might be annoying though if you've already played the game multiple times. 😅
Fill the screen with "You are dead" just like in Dark Souls
Probably:
The idea is to not show the death screen immediately because it somehow breaks the immersion.
Resources:
Requirements
Good to have (maybe on game feel week?)
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