A game of escaping.
This project is in active development. Regular updates can be played on the github pages site.
https://animate-object.github.io/followed
The road map is an unordered list consumed in whatever order I feel like.
Change the state of the game after some number of ticks, or when the player encounters some entity. E.g., a new enemy appears after 20 turns.
After certain enemies see the player, turns could be processed on a timer -- if the player does not move, they 'wait'
The player should sometimes make remarks, about items they encounter, enemies they are running from, or just how hopelessly lost they are.
Some enemies might say things too . . .
Seems like a no brainer. Not everything in the maze should kill you.
Easy
- a stone of knowledge -- exit becomes visible if in view, even if around walls
Medium
- a compass -- directs player toward exit
- orb of sensing -- enemy squares are always visible
- temporary speed boost -- for escaping
Hard
- a map -- allows pulling up a minimap of explored areas
- temporary wall -- for escaping
- phase boots -- to phase through walls -- for escaping
This goes without saying. Enemies are primarily differentiated by their knowledge of the maze and pathing sophistication, which is thematically coorelated to their senses and intelligence.
Some obvious ideas:
- An enemy that can 'smell' the player within some geodesic distance
- An enemy that can hear the player, and tries to explore unexplored areas in the players direction
- Enemies that wander more intelligently e.g., which search the maze exhaustively until they 'detect' the player
- An enemy that has omniscient or near omnisicient knowledge of the maze and the player's location
- Like any of the above, but can phase through walls, sometimes.
Conceptually this means both the ability to rate a scenario's difficulty, and the ability to gednerate scenarios with an expected difficulty. I'm not sure about the latter, but with regard to the former, here are some factors that probably play into a scenario's difficulty
- Starting geodesic between the player and the exit(s)
- Size/complexity of maze
- Number of enemies
- Variety of enemies
And stairs, to traverse them.
Once the core components are all designed, would like to do some layout and control optimization