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View Code? Open in Web Editor NEWDigital Descent: Managing the Agile Realm
Home Page: https://shirajuki.js.org/digital-descent/
License: MIT License
Digital Descent: Managing the Agile Realm
Home Page: https://shirajuki.js.org/digital-descent/
License: MIT License
Player's should from time randomly get feedback on their progression, as it motivates the players as well as give them a clear picture on how they are doing according to the game standards. This issue is closely related to Dialogue system (#20)
We want some storytelling to our game, fighting monsters are cool. But there should be a reason on why we're doing it in the first place!
A core mechanic of the RPG game is that the players can explore, adventure and do quests together to gain rewards such as experience points.
The exploration system should consist of:
Since the battle functionality plays a big role in the game loop, it is of a high priority we need to work on. The different functionalities that is missing and need to be implemented are:
To do this effectively, we need to implement:
A task/quest system is necessary to promote that we work on tasks when working with agile. The quests can be simple and something like:
There should be different rewards given depending on the difficulty of the quest/task. The rewards could be:
For more planning, make energy system for choosing tasks. Meaning that we can only pick some tasks (about 3).
Unfinished tasks are put in the backlog, the rewards are halved
A map system where different maps could be loaded and initialized is needed as there will be different scenes players are introduced to.
As for the prototype phase, at least two maps are preferred to be made:
When battling aside from item drops, experience should be given to the players as well. When receiving enough amount, the player should level up, receiving a choice of advancing a stat between HP, ATK, DEF and SPEED. Figure out a formula for calculating the experiences needed for the level stages.
A system, component and controller for handling the textual inputs and outputs is needed as a possible type of communication.
This can be implemented through either WebRTC or WebSockets.
A lobby system before starting the game, a place where players can wait for other players to join and communicate through both chat and real-time communication. This should also be a place where the players can customize their avatars.
Other subissues closely related to this issue are:
Since the game genre is a turn-based RPG, there may be some common game mechanics and systems that we would want to consider including in our game:
Implement a simple turn-based combat system
An inventory system is needed for some decision making aspect of the game. The following are the functionalities of the inventory:
We plan to make shops that is found at the digital world scene as well as some cheap traveling merchant selling goods at the exploration scene that is randomly generated in. Here players can do the following things:
Players should be able to traverse the game world by moving the character/avatar using the WASD and arrow keyboard inputs. In this way the players should be able to interact and meet other players.
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