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abyss's Issues

Narrative / lore ideas

Working title: Abyss

Act 1: Isolation
Act 2: Exhaustion
Act 3: Burnout

Plot twist: Final boss fight is yourself
Boss fight ideas:

  • For every lifebar of the boss, the stage gets destroyed.
  • Boss can evade, can summon, can defend

Fix animation of main character

It needs to:

  • Do idle animation when not moving
  • Do walk animation when moving
  • Face the direction it's walking towards (left or right only)
  • When bumping to walls, must still show interaction
  • Should incrementally move from one tile to another

Health and strength upgrades

  • Health can be heart with plus sign. Adds 10 to your total health
  • Strength can be fist with plus sign. Adds 5 to your total strength

Refactor Level.gd and put LevelBuilder in its own subclass

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?

Add final boss battle

Final boss ideas

Same sprite as your character, but darker
The boss battle should have 3 acts

Act 1 (> 66% health)

The enemy demonstrates his power, shows to the Player that he is clearly unmatched

  • Default animation is flying
  • Moveset involves:
    • Summon defensive statues that turn into 1-2 hit gargoyles after a few turns
    • Standard slash attack
  • Environment is a bit big: maybe a 10x10-ish area for freedom of movement
  • There are traps in the border

Act 2 (33% < health < 66%)

The enemy avoids attacks and let his minions do his work. He becomes frantic as the fight goes on

  • Default animation is walking similar to Player
  • Moveset involves:
    • Teleport around the map
    • Create 1-hit clones to distract the enemy (1 damage each)
    • Standard slash attack
  • Environment becomes smaller

Act 3 (<33% health)

The enemy charges head on, it's a one on one fight—no tricks no illusions

  • Default animation is trudging
  • Moveset involves
    • Standard slash attack
  • Environment is small, perfect for a 1-1 battle

Add enemies for Level 2

To-do:

  • Create Art
    • Skeleton Swordsman
    • Skeleton Rogue
    • Skeleton Defender
  • Refactor EnemyFactory to use custom movement and attacks
  • Implement Defend Mechanic

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.

Add item drops

Enemy should have a %-chance to drop an item / weapon when they're defeated.
Items can be healing pots.

Design action sequence whenever boss is defeated

As of now, the boss is just stuck whenever you depleted his HP.
This must transition to the credits scene. Fade into black.

Storyboard

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:

Improve game balancing

  • Familiars shouldn't drop a lot of items so that the player can't spam these things. Maybe make the drop rate very low. Summoners can probably have a 100% drop rate
  • Fighting the defenders feel weird, not really sure why.
  • Fighting the rogues take a long time sometimes. I'm not sure if that is the experience I want

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:

  • If damage is 40, Plantera should just be 2 hits instead of 3. Monkey should just be 2 hits instead of 3, make Bees 1 hit
  • If damage is 60, Plantera should be 1 hit. Monkey should still be 2 hits, make Bees 1 hit
  • If damage is 80, everything in Act 1 should be 1 hit

Improve balancing of the game

  • Tweak size and feel of the Cavern Level
  • Set the number of enemies in Cavern and Forest
  • Tweak general modifiers for Cavern enemies

Different weapon types

Make everything melee:

  • Ritual dagger (high chance to inflict status 70-95, but lower attack, 30-50)
  • Greatsword (low chance to inflict status 10-20, but high attack, 80-90)
  • Longsword (mid inflict 30-40, mid attack 40-60)

Status:

  • Burn (enemy receives damage per turn, [10-30dmg, 12-18 turns])
  • Freeze (enemy slowed, slow counter for 1-3 turns. Will still move once the slow counter is 0)
  • Paralyze (enemy won't move for a set amount of turns [5-10 turns])

So now you have 9 different combinations:

  • Fiery dagger, Flaming Greatsword, Fire Sword
  • Chill dagger, Freeze Fang, Ice Sword
  • Stun dagger, Lighting Blade, Lightning Sword

Duplicate player appears

At first I thought maybe the node is not being removed, but even if I start a new game, this new player still exists.

image

Animate key art

  • Make stars twinkle a bit
  • Make the sun move?
  • Birds go up and down i guess...
  • Hazy stuff when you died?

Cleanup art for some enemies

Skeleton Defender art is not that good. Ensure that:

  • There is some idle motion when it's still defending
  • Attack motion can be more pronounced

Skeleton Rogue:

  • Maybe change attack motion to stab instead of slash?
  • Optionally, is it possible to add a slash effect for it?

Add enemies

  • Spawn enemy when generating the level
  • Use occlusion on enemy tiles
  • Enemy pathfinding when player is around

Add indicators for objects you can interact with (potions, ladders, attack buff)

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. 😅

Death screen overlaps kill / death animation

Probably:

  • Create death animation for your character
  • After that one finished playing, that's when you show the death screen?

The idea is to not show the death screen immediately because it somehow breaks the immersion.

Nice to have

  • Clear the map
  • Then play death animation of character

Add combat system

Requirements

  • HP bar and enemies disappearing
  • Player takes damage
  • Enemies take damage

Good to have (maybe on game feel week?)

  • Screen shake
  • Slash animation
  • Enemy attack animation

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