A Brief Odyssey basic alpha prototype
I could finally put the pieces together and get a basic crafting system functional.
At the moment you can only craft a wooden club weapon with 2 wood log but I'll add much more in the near future.
My main goal now is to organize all my notes to determine what to do next ( project management ) and to also rework some visuals + start making some GUI.
I need to start writing some tutorial content as well and to develop this first level that will also serve as a demo later on.
Here is a detail of my current backlog :
-Start brainstorming and implementing the basis for the Death / start again mechanics ( what so we keep ? Lose ? Stats ? Cards ? God favor? Else ? )
- Comment on all the debug log that uses a lot of power
- Start brainstorming and adding more types of land cards for the first level ( sea / dungeon / rocks / sheep or cow etc )
- start adding instructions for new players
- start creating GUI visuals
- start changing the map and card design and colors for land tiles
- Make dungeon doors cards that when we click we arrive in a dungeon ( either a new scene if I manage to keep stats and deck between scenes or just instantiate the dungeon map ? )
- Maybe you walk one tile at a time but if you reveal many cards in line you can move faster? ( something like : if no flip, remove the delay for moving or something like that )
- Add some Greek font ! Cf Reddit and links in phone Google tabs
- craft a Ship? And add durability to it ? Representing the tiles you can move on ? ( we drop once or for each sea tile ? ) for first level let's say durability = 10, we have 3 tiles of sea to go to a land island tile, so it would use 3 and 3 to back and 4 in case people do weird things. ?
- brainstorm ideas for spells and interaction with the world : can we use a fireball on a forest tile to reveal it before we can flip it ?
Can we use some ice spell on the sea to be able to walk on it without a ship ? ( could help if no more durability of ship ? ) etc ? Basically, could we reveal cards from more than 1 tile distance with items ? To scout or attack from far ?
- make a boss or two and add some other kind of enemies
- make a first dungeon
-Camera shake ( easy to take ) ( where? When ? Only to represent some " big things " like a Titan boss cards being revealed or something ? Or a big attack ?
- https://www.dafont.com/theme.php?cat=204
- crafting : also go the path of : a spear + a spear = an uncommon spear ? Or would it be weird ? As resources are limited anyway, but it would be a way to get better items as keeping cards when we die? Or not ? Too complex ?
- can we craft sets ? Or maybe it's more like : if you use an eletric spear and after an electric shield you get some bonuses ? Or just, when we have both in our deck, we display the special bonuses on the cards ? But you need to have them in your deck ? So it makes more sense
- enemy make different moves ( attack / defense / et. ? ) and we display an icon to tell player the next move.
- make an healthbar instead of a number ?
- animation for numbers ? And numbers on screen for attack value ?
- visual animation effect for attacks ?
- god favor point system + UI
- repair shop mechanics ( and where to put it? )( outpost for both repair and god favor points )
- as it won't be super beautiful, need a lot of depth ! And see the depth in screenshots and demos !
- maybe for the demo, with the boat we reach an island with the minotaur ? Special ? But super hard to kill unless you could craft very strong stuff ? + a less strong boss in main level that would let you go to next level.
( it's just the demo so later if I want to add the minotaur level further down it's fine :) ) ( in the minotaur dungeon and maybe somewhere else, add a chest with a crafting recipe inside ? The chest card would flip to reveal a crafting recipe, then you can keep the recipe card to remember or just discard it ? )
- start sharing on Twitter screenshot saturdays +
- Subreddit to learn and use :
Unity2d
Playmygame
Indiedev
Gaming
Gamedesign?
Webgames?
Freegames?
( before the paid version )
Else ? ( share on freegames and webgames the first alpha to see ? And again when better demo ? ) ( once some instructions added)
- armor mechanism ! And lower base attack stat of hero for now !
- re read the huge game demo note at the bottom of my greekgames note for : lore / tutorial and combat complexities.
( like design bosses, special items from enemies or bosses etc etc )
- temple for everything, using god favor point , spend worship points : god of " forge " to repair, god of something for perma stats god of something for magic stones etc ?
-idea : forest area in the level, put a strong monster ( boss or not ? ) after we flip a treasure ? Inside the recipe for making a small ship ? So it will makes us think about where to use ? ( but see water tile before ? Anyway ? To connect ? ) then we would get further ? But we need to find the " catapult " ( or whatever ) to kill the minotaur ? Otherwise we cannot kill him until we get stronger ?
Minotaur would give us a strong axe after ?
- if we die, we keep our stuff but, we could not repair so, we need to do the level with our stuff " half broken " so it's harder. We need to reach the outpost to fix them ( in the outpost : we czn back to stay in the level, ir next to go to next level )
Many things to do but super excited !
Files
A Brief Odyssey
An action adventure roguelike deckbuilder set in a Greek mythological lore
Status | In development |
Author | IndieBen |
Genre | Card Game |
Tags | 2D, Action-Adventure, Crafting, Deck Building, Minimalist, Roguelike, Roguelite, Singleplayer |
More posts
- Added some GUI elements and reworked some artworkNov 19, 2023
- Changing some game mechanicsOct 22, 2023
- Alternative Enemy Movement BuildOct 08, 2023
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