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Fight the Dungeon

Fight the Dungeon was originally my final project for University in which I chose to create a game with two parts.

One being a top down "room builder" where you strategically try to create the most dangerous dungeon possible, placing traps and enemies strategically as each hazard costs points which can only be recovered by placing down loot, adding push/pull gameplay to the system.

The other way to play the game is as an adventurer in a four person team, navigating the dangerous dungeon another player has created in hopes of finding the exit, along the way conserving resources as they come to you from these very same loot placements. 

 

To put it simply, one person is playing a top down strategic Sims style game while the other four play a first/third person survival game akin to Darkest Dungeon meets Left for Dead (if the "Director" was instead a player too).

When it came to the team players, I wanted the ambience to make the players feel uncomfortable while also drawn further to explore, of course when the dungeons are made by another player, it's hard to exactly keep that in the perspective as im sure someone would rather their dungeon make no sense. Nevertheless, the tools provided would at least hopefully invite the dungeon masters to create something more than a 5 minute joke. 

 

The loot system I created was a simple boolean array in which each chest would randomly pick how many spaces it had in capacity, then randomly roll more dice on what loot filled those spaces. Further development in the future would probably assign more values to certain objects than others, in order to make some items more rare than others, however currently as I write this, the loot pool consists of a full set of armour from head, chest and legs, a sword and an apple. All of which can be equipped/eaten respectively as long as you are currently not wearing armour on those areas of the body currently.

Furthermore, the inventory system (and by extension, the equipped slots) are spaces that use similar code to the chests when it comes to keeping loot, I would in the future wish to change it so that the loot is handled less on a grid system and more as a free form drag and drop with weight being the restriction, although I aknowledge that would take considerably more time to develop. The current loot system in place funnily enough, was something I created after speaking to my tutor at the time who had come from working at Jagex and whom explained how their system worked and operated.

Combat in the game would consist of something similar to Mordhau, For Honour and Chivalry, where attacks are determined by mouse direction at the time of the mouse input click being pressed. For example, if I moved my mouse left while left clicking, I would swing the sword in a leftward slash, as would I rightwards if I moved the mouse right while left clicking. I would hope that when the AI of the enemy NPC's are created, they will pick semi-random directions to block and attack in to give the players exploring less of a "skyrim" dated attack feeling when confronting dungeons and more strategic and "in the moment". 

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