A js game. Some requirement are needed, see below.
- a
<canvas id="morsequest">
tag - implement correctly the following methods : TODO
- see test/index.html
https://hcarriere.github.io/morse-quest/
- RPG
- 2D, above view
- There are enemies, treasures, merchants
- Maps are handcrafted
- Other players can be seen on the map, as ghosts
- Combat is turn based
- Encounters are :
- fights
- level based
- biome based
- static (bosses ...)
- random events ?
- fights
- Encounters are :
- Player is assigned a name & can chose between few class at startup
- Roguelite
- You can keep only N new equipments on run end (keeping the already unlocked)
- Usable items are deleted on run end
- Gold is deleted on run start
- Gold is used on equipment & usable items
- You unlock class skills during the run, from a random pool (choose 1 from 3)
- You use gold to level up your stats
- Mechanics
- You can move on the map
- When the enemy spot you they move toward you
- After a fight, you have a reward : gold, XP, items, permanent unlocks
- A storm move from left to right after a few turns
- If the storm catches the player, there is a fight against a (too) big enemy
- Level design
- Maps shoud have 1 start, and at least 1 end
- They should be short and have :
- fights
- treasures
- curiosities (event with choices)
- Icons are (for now) emoji & web symbols. Use https://symbl.cc/
- Spells Icons are alchemic symbols https://symbl.cc/fr/unicode/blocks/alchemical-symbols/
- Items https://symbl.cc/fr/unicode/blocks/phaistos-disc/
- Simple Map
- Simple Player
- Moving on map (collision, camera)
- Interface: buttons
- Interface: Dialogues
- Multiple maps and teleports
- VERY Simple fight
- Simple fight (hit selections)
- Interface: Character sheet
- Combat mechanics
- Multiple attacks per round (mana gestion)
- Spells cooldown
- Buffs / Debuffs
- Fight reward interface
- random XP
- random gold
- random item
- item selection
- Simple Class
- Class selection when game start
- Improve fight interface (floating numbers, etc) => implement ParticleProcessor
- Random events every few turns ? (buff / debuff / action ...)
- Enemy intent
- Player capabilities
- Level up interface.
Random between :
- spells from the class pool
- a stat up (hp, energy, slots ...)
- Inventory
- Equipment
- Usables
- Keys ?
- Level up interface.
Random between :
- World
- Map builder
- Player death
- Encounter spawners ? random ? handcrafted ?
- Pathfinding
- Enemy agro & follow player
- Activables (traps, enigmas, locked doors ...)
- Iminent death
- Saves
- Hub
- Shops
- Improvements
- Player sprite
- Improve enemy combat AI
- Music ? oscilloscope js generated
- Documentation: create spells
- Documentation: create skills
- Documentation: create classes
- Documentation: create items
- Documentation: create enemies
- Technical
- Lose size
- Mangling
- Graphics.ctx / GameGraphics.ctx ==> G.ctx
- Lose size
- Balancing
- Maps
- Classes
- Metalomancien
- Manipule le metal sous toutes ses formes.
- Classe simple, pas de flavor particulière.
- Pyromancien
- Manipule le feu.
- Peu de défense, mais beaucoup d'attaque.
- Inflige un debuff 'brulure'.
- Briquomancien
- Manipule la terre, et les briques.
- Défensif, utilise un buff 'Mur de brique' pour ses sorts.
- Lardomancien
- Manipule le gras, et les lardons.
- Faible puissance, mais gagne en puissance au long du combat avec ses buffs.
- Metalomancien
- Enemies
- Spells
- Skills
- Buffs/Debuffs
- Protection
- Brulure: DOT
- Items
- Cool animated splashscreen (with particles)
- Display other players
- H. Carriere
- A. Dousselin
- Bureau 118