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Story Mechanics
As a roguelike, each time you die you are sent back to the beginning of the run with minimal progression being kept. To have this make sense in the story, each time you are defeated you are carried back to the beginning of the game by Valkyries or some minions of Loki and put back into the dungeon where you initially begin. Loki then taunts you about your failure to reach and defeat him in Asgard. This dialogue could have several different variations so each time you are defeated its not the same thing over and over.
For reasons that you could do runs after having completed the game, in story under the Extra stuff heading there is a couple of ideas.
The progression that is in the game could be either or both small incremental upgrades and new weapons/abilities you can unlock by defeating the various bosses in the game. The incremental upgrades could be obtained by talking to a dwarf or something similar in the corner of the room where you start. He will upgrade your gear but only if you bring him trinkets/materials/whatever that you collect as you go through the world in your attempt to get to Valhalla.
The new abilities/weapons that you unlock would come from bosses that you defeat. Each time you defeat a boss you obtain a power or weapon that they use. They could judge you worthy or you could take it from them, depending on who you face and take it for yourself. So for example Hel could be some way to manipulate enemies that you face, Tyr could be a sword and shield, Loki could be some mirror image ability that confuses enemies, Thor could be Mjolnir and Odin could be a spear. With this the player is rewarded for playing the game and making progress deeper into the game.
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals