DESIGN 1999/08/04 Dungeon Game - Design I. CONCEPTS and ENTITIES ------------------------------------------------------------------------ + CHARACTER TRAITS + Stats: - stats measure a character's physical and mental existance - stats are measured on a scale of 0-100, 100 being best. - stats may be improved at the TRAINING HALL in TOWN. - stats cost to improve 1 point a number of training points equal to the current stat level/10. - stats can be viewed at any time using the CHARACTER SCREEN. Stat Affect ----------- ----------- Strength affects melee damage affects encumberance limits Dexterity affects physical hit probability affects defensive probability Speed affects attack speed affects defensive reaction speed Constitution affects hit point gain affects hit point improvement cost affects resistance to special attacks (poison, etc...) Charisma affects cost of buying items affects price achieved for selling items affects cost of hiring henchmen affects maximum number of henchmen + Type: - Warrior only for players and mercenaries - Monsters are a subclass of characters that have various types + Level: - level of character experience - maximum level is 100. - primarily a means of roughly estimating a character's level of power - shown on CHARACTER SCREEN - new level achieved at certain Experience Point milestones. - EXP is zeroed at each level. + Equipment: - equipment can be viewed, removed into inventory, worn from inventory, and dropped at any time using the CHARACTER SCREEN. - slots including: Position AC Factor -------- --------- head 10 body 10 arms 5 hands 2 waist 2 legs 5 feet 2 left hand -| special (block attacks with right hand -| shield or weapon parry) + Inventory: - max 10 items, containers allowed. - contents of containers viewed with a small CONTAINER WINDOW - inventory can be viewed along with equipment on the CHARACTER SCREEN + Hit Points: - affected by Constitution and level. - maximum hit points for player and mercenaries 1000 HP. - maximum hit points for monster 10000 HP. - each level (10->CON)/5 points are gained - hit points may be bought at the TRAINING HALL for a cost of 1 Training Point per Hit Point. - hit points are displayed on the DUNGEON SCREEN at all times. - hit points are displayed on the CHARACTER SCREEN + Armor Class: - sum of worn armor classes, including factors. - armor class is displayed on the CHARACTER SCREEN. + Skills: - maximum skill level 100. - improve through use - improve by purchase with Training Points for a cost of 1 Training Point per Skill Point. - skills are shown on the CHARACTER SCREEN. - available skills: Skill Affect --------------- -------------------- melee attack: attack probability ranged attack: attack probability parrying: defense with melee weapon shield: defense with shield + Henchmen: - max up to 4 - cost of hiring depends on player CHA and henchman LEVEL. - gold taken while adventuring is split based on henchman LEVEL. - list of henchmen shown on GROUP SCREEN - all henchmen and leader gain same exp. + Experience: - gained by killing enemies - gained by returning insignias to the Duke. - shown on CHARACTER SCREEN, along with needed-to-level - EXP needed to level is current level * 100. - EXP is zeroed with each new level. + Training Points: - gained by levelling - 10+LEVEL Training points are gained each level - shown on CHARACTER SCREEN - spent at TRAINING HALL to improve: - skills - stats - hit points + Gold: - shown on CHARACTER SCREEN - Used to buy goods: - armor - weapons - healing - henchmen - healing wands - misc. equipment + ITEM TYPES: - all items have an icon. - all items have an in-DUNGEON sprite. + Armor: - basic wearable stuff. Parameter Affect --------- ---------- Armor Class Adds to Player AC when worn Value Value of item in gold. - armor may have magic properties that alter skills, stats, or hit points while worn. + Weapons: - wieldable for atacks. - used to block attacks with parrying skill ( melee only ) Parameter Affect --------- ---------- 2-handed flag Takes both hand slots to use E.G. bow or polearm ranged flag Fires a projectile at the target range How far projectile will fly speed How long it takes to make 1 attack damage How much damage it does per hit Value Value of item in gold. - weapons may have magic properties that alter skills, stats, or hit points while worn. + Wands: - cast spells ( affects ) Parameter Affect --------- ---------- Affect type what spell to cast speed how long it takes to use Value Value of item in gold. + Powerups: - cast spells ( affects ) - cannot be put in inventory, activated automatically upon pickup. Parameter Affect --------- ---------- Affect type what spell to cast + Chests - drop contents on ground upon opening. - can hold up to 3 items. + Gold - picked up to add to player gold. Parameter Affect --------- ---------- value number of coins in pile... affects appearance. + SPELLS: - can be applied to wands or powerups Affect Affect --------- ---------- healing heals target, light, minor, major, complete protection sets half-damage defense flag on target super damage sets double-damage attack flag on target speed sets double-speed flag on target II. GAME SECTIONS and LOCATIONS ------------------------------------------------------------------------ + DUNGEON: - multiple levels of progressive difficulty - dungeon is divided into 3 sections, which may be accessed via the cellar, the sewer, and the crypt, respectively. - last level has boss Lich lair - levels displayed as a simple isometric grid with low walls ? - hitpoints displayed at bottom of screen - hitpoint bar shown above selected target character + Monster Types: Name Approx. level - Undead: - skeletons 1-5 - ghouls 5-10 - zombies 10-20 - wraiths 20-40 - ghosts 30-70 - vampires 60-90 - *lich* (boss) 100 - Misc: - rats 1 - giant rats 2-5 - bats 1 - giant bats 2-5 + Exits: - displayed as stairs ? - 8 total graphical prototypes, 4 needed with symmetry. + TOWN: - displayed as a flat image of a city with clickable hotspots: - Blacksmith: buy/sell armor and weapons - Temple: buy healing for self and henchmen - Tavern: hire and remove henchmen - Dungeon: Dungeon entrance - Keep: Get quest info/rewards - Home: Drop off/pick up items - Training Hall: Improve skills, stats, and hit points. + BLACKSMITH: - lists players inventory on left w/sell button | item icon | item name | price | - lists shop inventory on right w/buy button | item icon | item name | price | - info panel in the center - gold is noted in lower left corner - base Selling price is 1/2 item VALUE. - base Buying price is 2x item VALUE. - prices for buying/selling are influenced by player CHA. Selling prices are + *(CHA/200) Buying prices are - *(CHA/200) + TAVERN: - lists group members on left w/dismiss button | name | level | - lists available henchmen on right w/hire button | name | level | price | - info panel in the center - gold is noted in lower left corner + TEMPLE: - lists group members on left, including self | name | hit points | max hit points | - lists available spells on right | name | cost | - info panel in the center - gold is noted in lower left corner + TRAINING HALL: - III. UI Specification ------------------------------------------------------------------------ + Hotkeys - player CHARACTER SCREEN hotkey available at all times - GROUP SCREEN hotkey available at all times - ESCAPE hotkey available at all times + Screens - DUNGEON SCREEN: - displays iso view of dungeon map - displays all characters/monsters in visible range - displays hitpoint bar above selected character - displays hitpoint bar above player at all times - entity selection is done with left click - attack is done from keyboard on selected entity or tile - view is scrolled with arrow keys - inventory items are activated with number keys ( e.g. wands ) - hitpoints are displayed as overlay at bottom of screen - TAB activates MAP SCREEN - entity activation/interaction is done with right-click - movement is done by right-click on tile - ESCAPE activates quit menu - MAP SCREEN: - iso-view of dungeon floor, zoomed out - ESCAPE returns to DUNGEON SCREEN - CHARACTER SCREEN: - includes the following elements: - eq view (drag-n-drop) - inventory view (drag-n-drop) - stats - skills - hp - ac - exp, exp needed - Training points - gold - name - level - Screen is divided horizontally into 3 sections. - left section is Stats/points section - lists stats, hp/ac, gold, exp, exp needed, and Training points - center section is eq/inventory section. - eq section takes most of the center section. Shows a simple humanoid doll with eq at the various locations. - inventory section consists of 10 cells below the eq section - a drop button is provided to drop selected item - right section top half shows skill list with scrollbar - bottom half is a general use info panel - ESCAPE returns to previous screen. - GROUP SCREEN: - displays table of info about each group member - left section has table listing group by name, level, hitpoints - right section shows picture and full name. - ESCAPE returns to previous screen. - TOWN SCREEN: - displays flat image of town. - left-clicking a hotspot takes you to the appropriate screen. - player save occurs in town only. - ESCAPE activates quit menu - BLACKSMITH SCREEN: - described above. - needs scrolling list/table functionality - ESCAPE activates town screen. - TAVERN SCREEN: - TEMPLE SCREEN: - TRAINING HALL SCREEN: - has a skill table at top with skill/level/cost columns (scrollable) - has a stats table below with stat/value/cost (fixed) - has a hitpoints block with hitpoints anc cost - has a TRAIN SELECTED button at lower center - has a Training Points field at lower left. - ESCAPE activates town screen. - QUIT MENU: - quit: yes/no - quit in DUNGEON causes revert to last save