Add Art, Required Resources, and Rough Plan sections

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# The Witch Queen
### Outline
1. Gameplay
1. Co-Op
2. Competitive
3. Combat
4. The Witch
1. [[Formative Assessment#Gameplay|Gameplay]]
1. [[Formative Assessment#Co-Op|Co-Op]]
2. [[Formative Assessment#Competitive|Competitive]]
3. [[Formative Assessment#Combat|Combat]]
4. [[Formative Assessment#The Witch|The Witch]]
2. [[Formative Assessment#Art|Art]]
3. [[Formative Assessment#Required Resources|Required Resources]]
4. [[Formative Assessment#Rough Plan|Rough Plan]]
### Gameplay
The game will be played with the phone held vertically. The game will be a roguelite with a both a cooperative and a competitive game mode.
@@ -12,23 +16,41 @@ Players must enter a dungeon with another player in order to kill The Witch. The
Upon entering a room, the player will be given some options. If there are enemies, they will be given the option to fight them. They will be given the option to search clutter if it exists within the room. Any chests can be looted with additional chests maybe reviled behind clutter. All of these activities can reward equipment that can be used in future fights/games.
After the player determines they have sufficiently cleared the room they can pick adjacent rooms. Players can end up meeting each other if they end up picking the same room. Players may group up and take rooms together. In co-op this will result in the loot being split. In competitive this will result in the person who initiated the action, if it was searching clutter or looting a chest, or dealt the final blow (maybe dice roll instead) in a combat encounter.
##### Co-Op
Players will be allowed to bring prepared items, such as potions, and must work with their partner to scour the dungeon in order to get powerful enough to kill The Witch. Some collected loot can be taken back and used in future runs if the players were not able to finish a run completely.
Players may be resurrected at certain interactable that may spawn randomly in rooms.
##### Competitive
Players must be quick but careful when doing a competitive run. The first person to kill The Witch wins.
Once a player is dead they are removed from the game. The final player can make it to the end and kill The Witch for a greater reward.
##### Combat
Upon entering a combat encounter the options available to the Player will change to reflect the actions they can take. They will be given the option to flee. This will take them to an adjacent room with all unclaimed loot in the previous room now locked to them (not chance based). Players will also have the option to attack with a certain action. If the enemy is shielded, the Player can use a shield-break attack. If the enemy is weak to fire they may use a fire attack if they have one etc. Attack options will depend on the players equipment.
##### The Witch
The Witch is the ultimate fight in a run. They will test the Player's breadth of held equipment. If the Player(s) do not have the equipment capable of taking down The Witch they will find the fight very difficult.
Players will be allowed to run and keep all the collected equipment should they manage to escape (Chance based?).
See [[Idea Whiteboard]] for more details. A [PNG version](Idea%20Whiteboard.png) and an [SVG Version](Idea%20Whiteboard.svg) are also available.
### Art
These packs are along the lines of what I envision the game should look like:
- [2D Pixel Dungeon Asset Pack by Pixel_Poem](https://pixel-poem.itch.io/dungeon-assetpuck)
- [16x16 DungeonTileset II by 0x72](https://0x72.itch.io/dungeontileset-ii)
- [Rogue Fantasy Catacombs by Szadi art.](https://szadiart.itch.io/rogue-fantasy-catacombs)
I had imagined the game be isometric, but these packs will suffice.
### Required Resources
These resources may be useful:
- [Procedural Dungeon Generation in Kotlin / LibGDX](https://www.youtube.com/watch?v=gEr5fbORuLM)
- [Quillraven - YouTube](https://www.youtube.com/@Quillraven/videos) has more videos on Kotlin/LibGDX which may also be useful
- [Kotlin | The Cogitator](https://the-cogitator.com/tags/kotlin/) has some articles on creating a roguelike in Kotlin
### Rough Plan
- Fights - 16 Hours
- Equipment - 8 Hours
- Room Generation - 12 Hours
- Movement - 8 Hours
- Collectables - 8 Hours
- The Witch - 8 Hours
- Multiplayer Implementation - 16 Hours
- Permanent Progression (Prepared Equipment) - 8 Hours
- Play Menu - 8 Hours
- Equipment Menu - 8 Hours