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grant-strayvoltage edited this page Nov 20, 2018 · 19 revisions

Hybrid Theme Rogue Like Crawler

Quick Summary

Game is top down style rogue like crawler. You are a prophesied hybrid angel/demon - an Arkosios - a fallen angel not accepted by heaven or hell, with the power to end the battle between heaven and hell, a battle neither "god" nor "the devil" want to end. You are infiltrating some 'place (tbd)' to retrieve a 'relic (tbd)' that with it will destroy heaven and hell, ending the battle for souls and freeing humans from their secondary involvement in this. Both demons and angels are fighting you as neither side wants you to accomplish this.

You win the game by defeating the final boss(es) and retrieving the relic.

Game should ramp up in difficulty quickly. Maybe we'll have an easy, and a hard mode (change damage your weapon does, and max HP your character starts with- something relatively simple). With the game being randomly generated rooms (from some templates with variations) I think it should have the feel that to win you need skill, but also a good run, where some things go your way. Target is like a 15-20 minute run max to win the game.

Game opening is a short intro/cut scene of your character's back story - offspring of an arc angel and some 'hell'/demon thing - and intro to prophecy. One random thought below:

Text with heaven above and hell below sort of on screen- There is a war...between heaven and hell...and one hybrid angel/demon soldier is prophesized to end it and free humanity and the lost souls.

One idea for winning scene is you see heaven and hell both imploding and a rush of Preta/Souls fleeing both....then world goes grey or dark indicating it's changed forever...then game restarts

Character

Main form is a demon with angel wings tucked in.

You start out at level 1. You collect Preta (souls) from Demons and Angels as you kill them to gain "XP"/power up your level. A certain amount gets you to level 2, and then to level 3. As you level up, your weapons improve (faster, more range, possibly more damage). From a game design what is important is generally every couple of rooms you level up, so the later levels are harder but you're weapon is better.

Demon Form:

  • Walk, medium speed
  • Your main attack when you push the attack button is a melee, short range attack - your demon claw.
  • Your special ability is (need good idea) a flame up attack where you burn and injure all near you, but take a small amount of damage yourself- mid cool down after use
  • ??Do we add a dash?
  • You can switch to an angel anytime

Angel Form:

  • fly, quicker
  • take 2x damage though as compared to demon form when hit by enemy
  • main weapon is projectile (flaming halos?) - mid range, but these do half the damage of the demon claw.
  • strafe and repeat fire by holding down fire button (means when change direction, fire continues in last direction until you release fire and re-press)
  • special ability is an angel shield- protects you from everything for 3 seconds or so - long cool down after use
  • is there a dash still? or what is the angel equivalent while flying, a swoop?
  • cool down before you can switch back to demon

Trap Ideas upon entering room:

These are a bunch of ideas- I suggest (like enemies) - we pick only a few and do them well rather than a lot. I'd recommend we prioritize them based on what we like, have an even split between more 'angel' type traps, and more 'hell' like traps, then plan to do only 4 to 6 traps with the trigger variations (so variations get us most bang for the buck)

Two types of traps, those that trigger immediately upon entering room, and those that trigger by touching or attacking something. So every idea here could conceivably be triggered immediately on entering, or by some player action (most likely attacking something/tile, or moving over a tile/area)

A few thoughts on style- I like the idea of big words popping up somewhere informing the player of what is happening. "Flame Trap!", or "Timer Started!" (and then a countdown in top right of HUD or beside some piece of the trap or something).

  • Fire fills entire room, relatively quickly, starting in the center, does medium damage.

  • Maybe another is a slow 'poison gas' leak- so it moves slowly and slowly fills up room, does minor damage, every x seconds though when in it- so means you need to fight and get out of room fast as well. Maybe respects walls though, so could be used within smaller areas as well within a 'room'

  • Variation on the above is timer starts upon entering room (30 seconds, or 60 seconds- something like that), and if you haven't killed everything (which opens the doors), and left the room before the timer ends, then the trap above goes off.

  • Some kind of swarm thing released- basically a spawn point that upon triggering the trap spawns a crazy amount of small, swarming enemies (bots or something virtual hell theme), and they all swarm around you. Angel can't out fly them, no way to really fight them, have to use Flame Up ability of your demon character to save yourself.

  • Pre-defined areas in the room disappear, crumble- so gives you a second or so crumbling animation and sound effect so you have to quickly switch to angel to save yourself from instant death.

  • Flame/Fire/Laser/Something - blasts across the room and moves either left to right, or top to bottom - could have variations being full size of room, others partial so need to escape it's path or use angel shield. Maybe some bounce and keep going for ever unless you destroy 'mechanism' or controller, or something. So timing important.

  • Variation of above where it maybe goes in a circle path around and outer area, with an inner area safe so you have to time things. IMagine a room design with sort of an outer area of 4 to 8 tiles all around the outside by the wall, and then some pattern/walls inside - the trap would move around the perimeter.

  • Freeze Trap - you set this trap off, not usually a room triggered one, and your character moves slow for x seconds or something

  • Block Weapons Trap- like above, but can't fire or melee for x seconds. Maybe both of these types of traps or "Viruses" in the Virtual Hell screwing with your programming

  • Teleport Trap - teleports you out of this room to another room instantly

  • Angel Fire Trap - white light blasts the room and is permanent only injuring demon forms- forces you to play the level as an angel

  • Hell Fire Trap - red fire fills the room and is permanent only injuring angel forms - forces you to play the level as a demon - must look very different from any other type of fire or trap used though if go this route

  • Door Lock Trap - we have to decide if we use this like a trap (or paired with other traps) so it locks all door exits until all enemies defeated- forcing you to fight and not being able to say switch to angel and fly fast and get out. One option is this is just how every room is and in general we design the game with a smaller room count as you have to complete almost every room. Other option is more rooms, and place rooms like this randomly, so you do have the choice in some rooms, to just get out of there fast.

Enemy List

  • Hell: Small Worm- random direction choices, hurts you on contact, quicker than big worm, less HP than big worm
  • DONE: Hell: Big Worm - same movement as Small Worm, just larger in size, more HP, and moves a bit slower than small worm
  • DONE: Hell: Flying Scorpion- flying enemy, just moves in small area slowly unless player in range, then hones in bites, and backs away again. Also can be used in swarms and hone in on player - 3 color variants- maybe we'll adjust size two, so littlest ones are used in swarms, mid size are faster but less HP and damage, and biggest ones are slower, but more HP and damage
  • Hell: Some kind of hell based enemy that attacks player - either Cyclops that shoots out of eye, or maybe a demon of some kind that attacks with fists..
  • Heaven based enemy of some kind that shoots at player, maybe a smaller different color angel? to keep it simple (Seraphim)
  • DONE: Heaven - Cherub - shoots weapon out of hands at you periodically
  • Heaven: Arc Angel (Gabriel) - mini boss - like player angel- different colors, flys, attacks with halos
  • DONE: Demon Spider Boss

Brainstorming

  • Swarm enemy from trap above - but really only use these in that trap - or could re-use just in small numbers as a general enemy which is good for re-use! Small, like 10% the size of the character, can fly. Do a small amount of damage to player on contact.

  • Demon - melee attack

  • Cyclops- maybe shoots at you out of eye

  • Hellhound - dogs that walk around, when get close enough to you, hone in and lunge, then run away, etc. repeat

  • Cherub with a flaming sword (heavenly enemy)

  • Seraphim - high order of angels, report to Gabriel

  • Arc Angels - powerful angels - some kind of projectile attack, and a melee attack when close?

  • Crosses - maybe anything angelic near it get injured - what could be the reverse (less an enemy, just an object that can do damage)

  • Sigil - damages you in angel form- just like a cross, has a radius - something like a pentagram

  • In general need a mix of flying vs. walking, shooting vs. melee type attacks, and some unique movement patterns so just need some variety. In the end I think we need to be cautious here and not have too many- short game, let's do quality enemies with interesting attacks/movements vs. quantity!

##Boss:

Two ideas:

I think there should be an angel mini-boss in a room near the end, then a final 'demon' boss guarding the relic.

  • Devil / Lucifer
  • Cerberus (two headed dog, guards leaving hell generally)
  • Specific Arc Angel like Gabriel or Michael (I don't know much christian stuff on angels, so open to suggestions!) - maybe we use same animations/graphics, but we can here have two variations where it's one or the other, and there is just some slight differences in attack pattern - something simple to add a bit of replay-ability

##Collectibles/Puzzles

  • Health - so like hearts
  • Grow Max Health power ups- allows you to get more hearts idea
  • Do we want collectibles that also do bad things, so you learn as you play more what to leave and what to take?
  • Chests that take keys and have collectibles in them
  • Keys for doors and chests - do we have better idea than a key
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