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Mage Defense Project

###Contributors:

Core Programmer/Game Engine Creator: Nicholas Saney

Pixel Artist/Assistant Programmer/Composer: Richard Saney

###TODO List:

###Game Structure:

  • App Hierarchy
    • World: All share one Background and general set of Enemies. A world may have some (3 to 5) stages, and a Boss at the end. The Boss may be at the end of the of the final round
    • Stage: Selected in the main Stage Selection menu screen. Many stages constitute a world.
    • Rounds: A collection of enemy waves that have similar difficulty level. Player is notified of Round Change.
    • Waves: The spawning of a collection of enemies, each wave begins when one enemy remains of the previous wave. Player is not notified of enemy wave changes.
  • Level 1 Design
    • Stage 1-1
    • Stage 1-2
    • Boss Battle Design
  • Mage Stats from clearing Stages
    • MaxHealth Boosts
    • New Spells
    • Equiped Accessories
    • Enemies may or may not drop items
  • In game store with micro-transactions

###Mage Defense Game UI:

  • Element Selection Side-Column
  • Message Log Bottom of Screen ?
  • Start Screen Start Button ?

###Enemy Class:

  • Acceleration Based Movement
  • Return to Map when Out of Bounds
  • Movement-Pattern Movement
  • Attacking
  • Enemy States
    • Push
    • Stun
    • Blocked
    • Confused/Tricked
  • Overhead Lifebars

###Mage Class:

  • Attacks:
    • Water
    • Earth
    • Dark
    • Light

###Sprites:

  • Attack Sprites (Level 1)
    • Water Level 1
    • Earth Level 1
    • Dark Level 1
    • Light Level 1
    • Electric Level 1
  • Earth/Rock Blockage
  • Start Screen Redo