After lurking in the roguelike forums for years, I have finally registered here at roguetemple and have decided to try my hand at a 7DRL. I've already learned plenty in the past few months preparing for this event, mostly about Unity and C#. Hopefully I'll learn more throughout the week and maybe even have a fun, playable game by next Sunday!
Below is a very brief game design doc for the project. Tonight, the work begins.
A GDD Template for the Indie Developerhttp://www.gamasutra.com/blogs/JasonBakker/20090604/84211/A_GDD_Template_for_the_Indie_Developer.php
“In the far future, heroes wielding magic swords hunt tyrannical masters of sorcery and superscience.”
Distant future, 7 day roguelike, with emphasis on tactical combat.
Inspired by Thundarr the Barbarian, Bakeretsu Hunters, and Samurai Jack.
Arbider Haalvgot, The Daring Scoundrel, The Golden Serpent, noble brigand
Apomekanes Prinssesaa, The Warrior Princess, The Red-Storm Lion, action girl
Szabre Evokaant, The Sorcerous Fencer, The Blue-Sky Eagle, master swordsman
Kavalir Braavuro, The Magical Knight, The Celosian Cavalier, gentleman adventurer
Four characters will be available to play. Each will have a set of starting abilities based on starting gear, including one unique ability based on a character’s individual Magic Sword.
Fight through ten levels of “dungeon” to defeat a procedurally generated Tyrant.
• introduces new types of enemies to fight
• has terrain that affects the tactical possibilities of combat
• provides opportunities for civilian NPCs slaves to liberate
Turn-based tactical combat
Special abilities based on pen & paper RPG tactical games
Fight through enemies, avoid traps & hazards, liberate slaves, travel to the next level
Level 10 is the boss level
Once the boss is defeated, fight back out through with fewer enemies and more environmental hazards
Artistic Style Outline
Oryx pixel art
Oryx Design Lab
Modified color palette chosen to easily distinguish objects and to make the game colorblind-friendly
Simple GUI, buttons for items/special abilities; simplicity and clarity are most important
Main menu for selecting character
Pause menu to adjust settings & exit game
No in-game menus: no separate inventory or spells/abilities screens
Sound effects by BFXR
Bfxr. Make sound effects for your games.www.bfxr.net/
Music, MIDI generated from classical scores; currently considering arranging a couple Schubert pieces
Systematic Breakdown of Components
2D and/or 3D renderer, state machine, save/load system, UI system, collision system, particle system, etc
Unity 5.5 coding in C#
Using Rog Roguelike Framework
Rog - Roguelike Framework - Asset Storehttps://www.assetstore.unity3d.com/en/#!/content/52479
Possibly using pieces of Unity’s 2D Roguelike Tutorial
Unity - 2D Roguelike tutorialhttps://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
Possibly using pieces of RogueSharp
Unity and RogueSharp(C#) : roguelikedev - Reddithttps://www.reddit.com/r/roguelikedev/comments/3517mj/unity_and_roguesharpc/https://www.nuget.org/packages/RogueSharphttps://github.com/FaronBracy/RogueSharpUnity
Bits from other projects and tutorials might creep in as well:
Master Unity By Building 6 Fully Featured Games From Scratch | Udemyhttps://www.udemy.com/make-mobile-games-like-a-pro-using-unity-game-engine/
ORK Framework - RPG Engine - Asset Store - Unityhttps://www.assetstore.unity3d.com/en/#!/content/14419
Music and sound effects will be handled with Finale Notepad and Audacity.
I’ll be sure to note if I grab code or assets from anywhere else.
Player, Enemies, Worlds: modified Oryx art
UI/Menus: modified from Udemy tutorials
Effects: Probably won’t have time for much animation, but any done will incorporate Oryx art
Image manipulation will mostly be done with GIMP
ToolTips will be the bulk of the text needed. Descriptions will be short & simple to start, possibly more descriptive if I take the time to expand on them later in the week.
Little Scripted Dialog: Enemies and Bosses reacting to seeing Player. NPCs reacting when freed.
Opening narration possible? Closing narration is the game is won?
Unique effect for each ability
Sound effects are desired for attacks, damage, enemy actions. Keep to a minimum?
Background music: Schubert arranged for the game
Suggested Game Flow Diagram
Opening Narration ->
Title Screen ->
Main Menu ->
Levels 1 through 10 ->
Boss Fight ->
Levels 10 back to 1 ->
Ending Narration / Game Over
Suggested Project Timeline
Day Date Item
Earlier Game design document, tons of ideas, Unity, C#, tutorials, libraries
Sun 5-Mar-17 Begin Sun afternoon (1500 CST; 2100 Zulu), 5+ hours
Working game loop
Import initial art assets
Items and abilities
Mon 6-Mar-17 Full Day's Work, 8+ hours
All "needed" features" in game
Fully playable game
Tue 7-Mar-17 1-2 hours
Complete anything missed on Days 1 & 2
Wed 8-Mar-17 2-3 hours
Audio: Music and Effects
Thu 9-Mar-17 2-3 hours
Cut any "wanted" features that are not fully functional
Tie together gameplay affected by cutting features
Fri 10-Mar-17 2-4 hours
Compile & distribute to friends (3 playtesters lined up)
Playtesting and feedback
Sat 11-Mar-17 All day? 8 hours+ if needed / wanted?
Add tutorial-like ToolTips and Help screens
Troubleshooting, polish, adapt game to player feedback
Sun 12-Mar-17 Finish before 1500 CST (2100 Zulu)
Compile & test on several systems
Absolutely runnable on PC
Maybe others, in order of probability: web, Unix, Android, Mac
25 to 40 hours total
Additional Ideas and Possibilities
Four playable characters – cut to one if needed
Pen & paper-inspired tactical abilities – heart of the game but might be the most effort to make work; reduce if needed
Push what can be procedurally generated? Not just level maps. Enemy abilities, boss characteristics, item properties, names of almost everything, possible styles of each level?
Is anything missing? 7 days is a tight timeline – do as much as can be done and deal with the end results.