The game consists of clearing a series of worlds (3 worlds?) then a final boss fight. Order of the worlds is random each time. Option: select randomly 3 worlds from a pool of more than 3 worlds.
Design TODO:
- For each world design environment, enemies, upgrades.
- Boss design.
https://www.figma.com/file/7KHuj6xJiNHKmpUyHfg8t6/A-Fragment-of-Time?type=design&node-id=108%3A28&mode=design&t=uPslSqGmeULUXIYM-1
Design Book
World Specifications:
- Weapon upgrade at the end of each world.
- Difficulty based on number of worlds completed so far
- Random world size
- Number of enemies based on room size
- Puzzle worlds? Buttons, toggleables, traps, etc…
New Approach:
The goal is to survive in the world for a specified amount of time (i.e. 50 timesteps) or clear the world. You do not need to kill all enemies, and allows for different kinds of rooms that are not combat based.
- Health/Damage system:
- Discrete integer values, shown values are always half the true value. (to allow for half heart damage)
- Destroyable objects either hold a pickable inside, or act as a fence around it.
- Some objects explode when destroyed or through some other trigger.