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Karl Solgård edited this page Jan 30, 2015 · 8 revisions

Type: Sidescroller 2D
Genre: Adventure/RPG
Platforms: PC first, console(PS4/XBox) later
##Dungeons and bosses Progression in the game will happen when the player unlocks dungeons and defeats bosses. All beautifully mixed with quests. ##Graphical style There is a certain kind of look that I like in 2D video-games. Mixing primitive textures with advanced illumination and air particles. This makes the developing time shorter and the style itself is easier to design. Also easier to deploy to other platforms. It also limits our level designs to three elements: foreground, background and stage. Beautiful This graphical style will utilize layering in a 2D setting. Platforms of different planes. I think this will add a whole different dynamic to a sidescroller game. ##Quest driven As many other adventure games, Mithril will consist of one main quest and several other side quests. The main objective is to break to curse on Whetoath. Side-quests mostly appear in towns and sometimes in the world. This requires some sort of quest log. ##Stats

Player values

A game with mobs requires a health bar. Fighting mobs requires attack power. As the game progresses, you will get more of both. The first draft of the game won’t have a gearing system and stats like stamina or intelligence.
The HUD should consist of: HP, attack power, mithril(currency), quest log, backpack, equipment, map,

Player equipment

You will be able to equip a melee weapon and a special weapon. The special weapon has several purposes in the progression of the game. Special weapons are needed to access certain instances and to defeat certain bosses. ##Loot and backpack Mobs drops loot. This could be quest items or rare gear. Unsure if gold or any kind of currency is necessary in v.1. We also might need a way to store the items the player picks up. Inventory at least (fixed items). Combat system All combat will happen real time. Simple controls. Let the player think. Logical puzzles mixed with bad-ass effects. This requires some tactical intelligence from the mobs, so mobs aren't attacking you at the same time. There will be no skill tree or ability to play as a certain class. There will be two modes of killing mobs. Archery and melee. ##Design issues ###Open world sidescroller Open world and sidescroller are oxymorons and might be hard to pull off. Running in to the same mobs every time might become repetitive as the player is traveling back and forth towns and between quests. It might be a better idea to go for a “Diablo” approach. “Terraria” pulled it off, but again... Not story driven. We have to be smart when designing levels. Maybe drop the “Open world” and fast travel to instances. Calm parts and action parts. ###Levels are flat and makes maps mundane We have to design levels so that each level has many platforms in height. I think this will step out of a sidescroller convention and will recreate the feeling of discovery in the game. An example is a platform that are only accessible from climbing a mountain and cross a bridge. A solution is to make levels tall.

Allo' ye misty landcrab! Keep in mind that documents are a work in progress!

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