Dungeons, Danger, Glory

Description:

While avoiding monsters, the player must make their way through a maze-like dungeon to find gems and other riches! Find bombs along the way to defend yourself and last as long as possible!

Details:

Genre

Rouge-Like Dungeon Crawler, Action, Adventure

Platform

Desktop

Story

The player must make their way through a procedurally generated, maze-like dungeon while avoiding monsters. Survive for as long as possible and collect as many gems as you can!

Aesthetics

I'm aiming for a more retro look. Dungeons will be a semi-randomly laid out grid, and the player character, monsters, and enemies will hopefully be pixel-art style sprites. Sounds will be 8-bit with ambient background music. The background music might change depending on the which level the player is in.

Gameplay

The gameplay will be mostly self-explanatory. The player will be told basic controls, such as moving and attacking. I plan on having crates scattered around that could contain either bombs or gems. The player can choose to attack with a melee attack or throw a bomb. Bombs will be more effective in attacking monsters. The player will be told how to move, attack, and how to switch attack modes (between melee and bombs).

Mockups

A mockup of my title screen A mockup of what my gameplay will look like

Other

Currently, the only external library I plan to use is PixiJS. Assets will most likely be sourced from online, open-source resources.

About Me

My name is Nicholas Shaffer, and I am currently in my first year of studying Game Design and Development at RIT. Prior to RIT, I earned a BA in Computer Science from the University at Buffalo in 2020. I enjoy the more technical aspects of game design and have thus far found myself more drawn to the "Development" side of Game Design and Development. I have experience with C#, C++, JavaScript, and Java, as well as both Unity and Blender.

Documentation

Goal

The goal of this project was to create a game from scratch using PixiJS. The game I created for this project is a dungeon crawler in which you must collect gems and avoid enemies while making your way through a maze-like dungeon. As you progress from level to level, more enemies will spawn, and the maze will become bigger.

Design Process

My design process was to focus on the functionality first and aesthetics second. I first turned my attention towards generating rooms that would connect in a maze-like pattern. After I figured that out, I focused on getting the different elements spawned into each room of the dungeon. These elements include crates, exits, and enemies. Next, I focused on creating rooms that were more varied, and then on enemies that could move throughout these rooms. Once I finished this, I focused my attention on the GUI and the collisions that would affect the values displayed, such as health, number of gems, and level. One of the last things I did before turning my attention towards implementing sprites for my objects was giving the player the ability to attack crates and enemies. Once I figured this out, I spent some time creating a couple of my own sprites, as well as finding others that I was unable to create myself. My final task was to add music and sound effects to my game.

Sources

NOTE: All assets not created by me are available under the Creative Commons 0 License and are completely free to use and share.

TODO

Notes