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System Features

KimberleyEvans-Parker edited this page Apr 28, 2019 · 10 revisions

Project Requirements

  • Asha is the playable protagonist who encounters enemies as she travels through Castle Nightshade. She cannot move through walls or static entities. There are four basic enemies who attack her by traveling into her. There are also three bosses, each located in their own room. She attacks with arrow keys, moves with WASD. Asha can teleport to the final boss Mikhael's room if the player presses PageDown. The player can complete this dungeon crawler in the required 5 minutes.
  • In-game timer counts in seconds, minutes and hours.
  • Enemies pursue Asha based on the A* pathfinding algorithm. She will lose health, reflected in the health bar, and a Game Over screen will be prompted when her health reaches zero.
  • Non-resizable 1024x768 window. Our welcome screen is an originally designed menu, linked to credit, score, and game screens.
  • Pressing the P button will pause the player's movement, the enemy's tracking of the player, and the timer. It will prompt a "GAME PAUSED" text to go across the screen. Pressing the Escape or M button will prompt a confirmation screen. If confirmed, the player will exit the game window(Escape) or return to the title screen (M).
  • 11 tile-based maps the player can walk through and she is able to return to any location.
  • Asha can attack creatures and static entities. On death, they will drop an item. Asha can pick up these items to add her inventory and increase her score.
  • The score is shown top left and decreases as time increases. Picking up items, solving puzzles and defeating enemies will increase her score. Bosses increase scores more than the lower enemies if they are killed. On winning, the final score is saved to a text file and can be viewed from the score screen.
  • Original background music plays throughout the game. We have three different tracks; one during the title screen, one during the normal dungeon crawling and one for when you are fighting bosses.

Special Features

  • We have implemented a puzzle room with a locked door and randomly generated buttons. Standing on the buttons will change the color to their ‘on’ color. Once all tiles are on, the door will unlock and allow you to pass through. The door has an animation frame keyed to the puzzle being completed.
  • There are portals that transport the player to the other portal of the same colour.
  • Tree entity generation on the map has been randomized. Bosses always drop health, while the health the basic enemies leave behind have a 75% chance of occurring.
  • The Alucard Shield prevents Asha from taking damage for a second.
  • On starting, you are able to choose the player outfit. This changes the sprite image that the protagonist uses.
  • We illustrated Ashas' sprites and animation frames from scratch for greater animation complexity than the 1986 Zelda. Asha has 25 movement frames per outfit, 25 attack frames, and 7 cyclable shield frames.

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