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DEV_NOTES.md

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OVERVIEW

-The main map area is DS1's Firelink Shrine / north cemetery.
-The player icon may walk freely around the map area. Viewport scrolls to next set of 10x10 tiles when player walks to side of screen.
-The map has collision barriers so that the player cannot walk out of bounds/overtop of walls.
-The map has visual depth - the player icon can walk behind certain structures.
-Player may interact with entities (bonfire, NPCs, items)

COMBAT

-Enemy NPCs will walk towards player when player is in view
-Enemies return to original spawn when player moves out of view
-When enemy NPCs' collision box touches the player's collision box (<1 pixels away), combat will trigger.

  • ??? rock paper scissors-style minigame?
    -Shield, Magic, Sword?
    -Each round lost, player loses 1 out of 5 hearts.
    -Each round won, enemy loses 1 heart (skeletons only have 1 heart)
    -If a tie, both player and enemy lose a heart.

-Player health persists outside of minigame window.
-Health may only be replenished by drinking an Estus flask.
-Estus flasks may only be consumed outside of combat.
-Estus flasks restore health to full, no matter how many hearts the player has.
-Player carries only 3 Estus flasks. Estus may be replenished by interacting with the bonfire
-Interacting with the bonfire respawns the enemies in the world.

SCALABLE DEVELOPMENT

-save instancing/sessions/database
-More animated sprites
-A second map area/loading screen
-Boss battle
-Other consumables(bombs, potions, etc)
-hidden King-A*** NPC