Crazy Doom Dungeon
Diana Algma, Marko Täht
Our goal is to make an isometric dungeon crawler with procedurally generated dungeons and randomly placed treasures and enemies. Something similar to Diablo or Path of Exile. Final product should have various easter eggs to put the “Crazy” into “Crazy Doom Dungeon”.
Movement and most interactions will be with mouse and maybe some additional action keys.
Foreseen difficulties: Because of the isometric camera it might be difficult to allow vision of important objects (and the player’s character) through walls etc. Walls could be made invisible or transparent in certain places to solve that issue. And dungeon can have levels (going up and down the stairs). We plan to create different dungeon parts and then procedurally generate the dungeons from them. Constructing the dungeon from the different parts according to some rules will probably be difficult. Also there might be an issue with overlapping different parts. Different enemy AI-s and the combat system. For example some ranged and melee enemies (maybe mimics).
We are using Unity for the project and Blender to create simpler models. If we have time then it would be good to get some artist to help with textures and models.
Example of an isometric dungeon:
Ideas for later:
- Ghost mode (no collision when moving).
- Weapon ver 1
- Dead weasel
Milestone 1 (01.03)
- Find out how to use Unity and git (or some other version control) together effectively and set it up.
- Figure out what the dungeon parts should look like (how big, how do they fit together).
- Get more accustomed to Unity.
Marko's super-early concept art:
- Find out how to create scripts that generate a scene from parts.
- Find out how to create an isometric camera.
- Get more accustomed to Unity.
Idea for scene generation:
Milestone 2 (15.03)
- Add movement controls to player
- Create simple enemy prefabs (mobs)
- Try to implement some kind of attack mechanics (to player and/or mobs)
- Create simple floor models (dungeon parts)
- Create basic logic for connecting different dungeon parts
Dungeon part with 4 exits:
Some generated dungeons:
Milestone 3 (29.03)
- Continue work on movement and attack mechanics
- Add some simple AI to some mobs
- Add a lot more dungeon parts
- Upgrade the dungeon part connecting logic (some parts connect to only some parts)
2 Dungeons with 3 iterations:
Dungeon with 4 iterations:
- Rooms are connected to corridors
- Corridors are connected to rooms and junctions
- Junctions are connected to corridors
- After all iterations, open junctions and corridors get a room at the end.
Every corridor/junction leads to somewhere. No more walking through a corridor or junction to find that it just ends and there is no room at the end of it.
Milestone 4 (12.04)
- Find a way to create a navgrid
- If good solution presents itself, try to implement it (with dungeon generator)
- Improve the equipment system
- Improve attack animations and mechanics
Milestone 5 (26.04)
- Try to eliminate collisions when generating dungeon
- Add mob and item (for example chests) spawning places to dungeon parts
- Continue work on improving attacking mechanics and animations
Milestone 6 (10.05)
- Try to get a minimal prototype of a generated dungeon with mobs working
- Add visible attack animation to ranged attack (probably with projectile)
- Try to make sword animation more logical
- Try to add some mechanics to mob's attacks also
Also reworked player's attack mechanics a bit:
- If clicked once on an enemy, the player will attack it once.
- If mouse button is pressed down on the enemy and not released, the player will attack it until it is dead. If the mouse is then moved on another enemy (button still held down), the player will attack the new enemy.
- If the player is currently attacking (animation is playing), new move or attack commands are ignored. If the mouse button is still held down when animation finishes, the command (move or attack) will be executed.