GAME MECHANICS SUMMARY:
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The dungeon uses ‘Random Walk Algorithm’ and ‘Binary Space Partition Algorithm’ for the generation of the dungeon. Using Random Walk, this will ensure that every dungeon is randomly generated every time it is loaded. Using Binary Space Partition, it will ensure that the dungeon will have ‘room-like’ spaces.
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The monster will locate the player using pathfinding. The idea is, the monster will be spawned at the farthest point of the map, or anywhere as long as it’s far away from the player. This will give time for the player to traverse the map, and the monster to find the player.
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There are coins, keys, and chests scattered around the map.
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The Coins are used to buy common and rare cards while the key is for the chest.
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Then in the map/stage there is an artifact that looks like a book.
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The concept is, the coins, keys and chest are scattered around the map, The Chest may or may not contain coins or more keys or simply empty and only one artifact per stage.
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Once the player exits the dungeon a shop will briefly show, and the player can buy common and rare cards.
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Once the shop shows up the player must use the coins to buy the common or rare cards regardless of the situation. If the player only has 5 coins and the card cost is 3 the remaining coins will be disregarded on the next run.
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After the rare and common cards, another store will pop up containing the Unique cards and can only be bought by the artifact but unlike the coins the artifact can be used on the next run.
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What if you escaped without coins and artifact the next level will unlock but u don’t have any buffs.
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There are 2 unique mechanics for the player inside the map. The ‘clatter’ and ‘threat’. The ‘clatter’ is how the player quietly traverses inside the map. The ‘threat’ is how the player stays longer inside the map.
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The Clatter is for the noise that is generated by the player, opening a chest will generate a noise, picking up an artifact can generate 3 clatters, the more the bar fills up (the red one) the faster the enemy can traverse to where the player is.
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Threat means how long the player is on the map, there is a possibility that the player can outrun the enemy and just collect as many coins and keys as possible so we put up a way to keep the player out and spikes will pop up to block the players passage but keeps an opening for the exit.
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The gray bar is the ‘block’. There is buff that gives the buff “Block” Where it will show on the bars and if you generate a sound or threat the grey block will disappear, but the bar won’t increase.
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There are 3 floors: namely, Shadowed Halls, Obsidian Labyrinth and Crimson Complex. Obsidian and Crimson Complex is locked. The First map is the Shadowed Halls. After the ‘Nightmare’ difficulty of the Shadowed Halls, only the Obsidian Labyrinth will open. The same goes for the Crimson Complex.
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I n Easy, the map is small. In Intermediate, slightly bigger and in Nightmare the map is huge, and the generated clatter of the artifacts are 4.
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Player has 8 hearts/lives. In Easy, when the monster catches up, -1 inflict. In medium, -2 then, in nightmare it is -3.