Voxels, sprites, Zelda, Souls, Hotline Miami, Android Arts, and chip hop. @sufresh and I are going to treat this thread as a group devlog which should be a good contrast to my real devlog here. Please feel free to read and comment and wonder and compliment and criticize. Also, uh, I really want this dude Boba Sweat to do the soundtrack to the game.
SWORDS
There will be three swords. If you don’t swing your sword (or use any other item) a hidden meter will charge. If the meter is maxed out using the sword will do a charged attack that deflects projectiles. Sword 1 is the weakest and most spammable regular attack. Sword 2 has good spammed damage and the fastest but relatively weak charge. Sword 3 has the best spam damage, longest charge, and biggest charge damage.
SHIELDS
Shields are active when the button is pressed. There are two categories of shields: light and heavy. Please see this post.
OTHER WEAPONS
The bow will have different quivers. Quiver 1 will have regular arrows that are relatively slow to fire. Quiver 2 will have a lot of arrows that are weaker but fast to fire. And Quiver 3 will have a very small amount of arrows that essentially are big fuckoff arrows.
There will be Regular Bombs, Super Bombs, and Oil Slick bombs. I am wondering if there will be other bombs in the support/weird category, but they need to be useful and fun and fit within a serious/mostly-real theme (this will be discussed in detail later). The weak/plentiful strong/rare theme will persist here. Bombs can be tapped to be dropped or held and let go to be thrown. I think a “dropped” Oil Bomb can be used in conjunction with fire sources to add a fire effect to the player’s weapon. Possible other ideas: alchemy bombs, magic bombs, poison dust, etc. I want to fill the world with a believable amount of living things/botany/etc.
The rest of the toolkit is as follows: something to remove trees, something to smash down walls, torches, lanterns, a wand, and a magic instrument. I want everything to have regular uses and “mysterious uses”.
The Treecutter was initially an axe, but I think that might be boring. The Oil Bomb might do this function because the Zelda analogue is burning down trees anyways. I like the idea of a spinning blade, but I don’t know how to make that be a realistic adventuring tool. I’m fairly certain the Smashing Tool is actually going to be a ball mace on a chain. I also like the idea of having the Hammerball follow you around. Maybe it’ll be so awesome that it’ll blow up trees, too.
SUPPORT TOOLS
Torches and Lanterns are supposed to overlap in the lighting category. They are both supposed to make nighttime easier to navigate, but they have slightly different uses. The Torch can do small amounts of damage and can be “inflamed” to do fire damage that does more damage to certain enemies and lights up other enemies. Water will “extinguish” the Torch, and I think time might as well. The Lantern will do a very small amount of fire damage, but can be used to light things and it’ll never go out. The two in conjunction will guarantee you can do moderate fire damage at any given time, but not as good as Oil Bombing your blade and lighting that. I am also thinking of somehow letting you use your Lantern to light arrows, but I’m not sure if that would get too clumsy.
The Wand and the Magic Instrument do similar things to different targets. The both exist in the mysterious category, so I want them to be less reliable and generally wonky and weird. The wand will shoot out magic bolts that have different effects based on what they hit. Maybe they will do damage to enemies, but mostly it is used to magically solve any garbage problem I have (e.g. an enemy that is too hard or if I want to have a longer distance battle with a particular enemy, etc.). I also had this idea of teleport stones that would teleport the hero to the location of where they hit, so that could be cool, too. The Magic Instrument would mostly be used to call a steed for fast travel, but it can also do things that are weird like identify hidden treasures or put certain non-innately-evil enemies to sleep. I imagine both of these will be nice to flesh out some of the world’s mysteries and make things seem more alive and nuanced.
EQUIPMENT ITEMS AND POTIONS AND BUFFS IN GENERAL
I have ideas for extra equipment items that augment certain stats. In the design doc there’s a ring to buff charge damage, one to regenerate HP, boots to move fast and increase quiver/bomb capacities. I also have ideas for potions that will do some of these things as well, but they would be limited. A ring that you equip to turn your magic bolts into something useful would be cool, yeah? A potion that grants charge and HP regen and other things would be cool too, yeah? I feel like we could go procedural generation here, but hey…
These are essentially the support things that help you focus your gameplan. You can go for more damage or more defense or speed. None of them will be necessary, but it will be fun to play with them.
HIT POINTS, ARMOR, AND THE CAMPFIRE
So instead of hearts this game is going to have Cherubs. Cherubs are essentially life points. Each armor that you put on has a certain amount of “HP” (anywhere from 1 to 3! Maybe 4? I don’t know!). If you lose all your HP you “die”. If you have Cherubs left you are brought back to life to try the current screen again.
The amount of Cherubs increase as you go on, but essentially shouldn’t affect your “win rate” of each individual frame. Your “HP” is determined by the armor that you have equipped. And the armor that you have equipped also determines other things like overall “Speed”, whether you have a “Dodge” (attached to an unequipped slot), and your overall carry capacity. If you decide to play naked you’d have 1 HP, 2 total item slots, can “Dodge”, and you’d move really fast. And if you decide to play with the heaviest armor you’d have 3 HP, 5 item slots, can’t dodge and move really slowly. The spreadsheets for this stuff are full but untested, so… you know how that goes.
Equipping items and armor happens at the Campfires. The Campfire is essentially your checkpoint and your safety. If you lose all your Cherubs you respawn here. If you need more Cherubs you should come here. I want the 3D voxels and sprites to play with the fire and be extraordinary looking but also mesmerizing.
As soon as you discover an item in the game world it will start appearing near your Campfires as well. I think standing over an item and pressing a key will be used to assign it to that key slot. Part of me wants this designed for modern controllers so X, O, /, [], L1, R1, L2, and R2 are your possible buttons and possible places to equip each item. I am interested in a plot twist where your items do not spawn at the campfire, but we’ll get there when we get there. If I can figure out how to not make it too cluttered to have all your items at the campfire I think this is the optimal move, but if not, there will probably be a menu. I also have no idea how to handle equipping the different armors, but hey.
STATUS INDICATORS, HIT POINTS, AND USER INTERFACE
I want this game to be as free from menus and words as possible. There is no menu ala Zelda. Quest information, item stats, whatnot are all available at the Campfire. The more I think about this the more I think that I want this place to be a “safespace” for that kind of thing and communicate that when you get cozy at the fire you get cozy with your ingame logbook and words and everything can flow.
… This got a little long so hit up this response here.
MINIMUM VIABLE PRODUCT
We want to get a demo out in four months or so. I think we can do it! Our last game Guulbusters looks kinda like what we want to make this look like! And we have most of the graphics already done! It’s just a matter of, you know, making the game.
The MVP is supposed to be a midgame dungeon (probably 2 or 3). We want to start at a campfire outside of a field. FYI we’re calling each dungeon a “Field”. You can equip armor and pick your items. You can play the game with armor so you’d have 2 hits per Cherub, a few items, and normal movespeed. You’d also be able to play the game naked with only 1 hit, 2 items, faster movespeed and a dodge.
MVP ITEMS
Sword 1, Sword 2, Bow, Torch, Strength/Regen Potion, HP+ ring
We want to have a tile system. I would love to figure out how to use Tiled in Unity so people can make their own Moon Fields maps. All of our voxels are 16^3 anyways.
MVP ENEMIES
Goo, Goobaby, Kultist, The Embalmed, Bones Blader, and Floateye
Goo and Goobaby are bouncey squishy blobs. They are mook enemies that are filler and will be interesting to throw hundreds of in a room to see how the player deals. If a Goo dies Goobabies are spawned. These are here because making Goomother a midboss is an easy move later down the line.
Kultist and The Embalmed are another pair of enemies. The Kultists are essentially Klansmen that worship the White Moon. These ones will be wizards that teleport and shoot their own magic bolts. The magic bolts are revive anything dead, and there will be a lot of dead Embalmed around. Reanimated Embalmed take a lot of damage and are weak to fire.
Bones Blader are skeletons with blades. They will be the only “smart” badguy that searches you out and dashes at you.
Floateyes are bats that try to float away and shoot projectiles at you.
MVP DUNGEON THEME
Flooded Tomb is a possible theme. So is something desert-y. So is very basic vanilla dungeon. I want to have traps, and there will be dungeon blocks that are essentially sarcophagii. I want to have the player find mostly enemies in sarcophagii and then find a key dungeon item or two in them as well.