- goal is to reach top of the map
- infinite 3d map
- map is grid based
- whole map is filled with dungeons
- ancient mayan inspired dungeons
- some are active with no wines
- filled with monsters, guardians and traps
- high-value treasure/gear/materials inside
- the rest is like a wilderness
- filled with animals and "plants"
- there are different zones or "biomes" of dungeons
- they are procedurally generated
- generated monsters and items
- different levels and rewards
- zones have random names
- maybe like in dwarf fortress?
- random plague in rooms
- the plague takes over nearby open rooms slowly
- the plague is dark, it eats all light
- the plague grows much quicker in darkness
- the plague can be fought with, but its quite slow
- the plague turns entities into a dark, fast and aggressive version
- dark entities will have a negative effect on light
- some are active with no wines
- occasional towns and caverns
- some source of light exists but its mostly dark
- food water and light are neccesary to survive
- survival shouldnt be a hard to sustain
- survival shouldnt limit the player
- player is free to build and rearrange the dungeons
- dynamic combat system
- weapons are hotline miami-like
- ofc no guns
- okay maybe a little
- ofc no guns
- game assets loadable with lua or other language
- physics engine
- entities move freely or on a smaller grid
- entities can fall down
- the view is top down
- you can see levels below, darker or something
- extensive light system
- extensive field of vision system
- minimap showing the dungeon zones