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(Please note: this page features ideas that haven't been implemented in the game yet. If you're wanting to know, it's the unaltered dev notes we referred to while we were creating the game. Apologies if some of this is outdated.)

BATTLE SYSTEM
Your party consists of 2 actors, a HERO and a VILLAIN.
There are 4 classes, and 8 actors stay up in the town at LEVEL 0,
You can use the "A" key to switch between HERO and VILLAIN.
The hero and the villain have separate HP gauges, represented on a HUD.
To see what happens if an actor dies, see section DEATH OF A PARTNER.

DEFINITIONS
DUNGEON -- A linear progression of FLOORS with DOWNWARD-FACING STAIRCASES connecting them. There are no UPWARD-FACING STAIRCASES, because backtracking is forbidden.
FLOOR -- Consists of a (presently 5x5) grid of ROOMS connected by transfers. The grid of ROOMS is randomly generated each time it is entered. The party enters the FLOOR where there is no UPWARD-FACING STAIRCASE, and to progress to the next FLOOR, they must find the DOWNWARD-FACING STAIRCASE.
ROOM -- A single 17x13 map located inside the DUNGEON.
OBSTACLES -- Events that obstruct party movement through them, unless they possess an OBSTACLE BREAKING ITEM or ABILITY.
OBSTACLE BREAKING ITEM -- An item that can be consumed to break an obstacle. Different types of OBSTACLE BREAKING ITEMS are designed to break different OBSTACLES, e.g. "A WALL is only breakable by a BOMB. a WALL is not breakable by a KEY. A GATE, similarly, cannot be broken by a BOMB, but it can be broken by a KEY." Some items disappear upon usage, others do not.

ITEMS
Here is a list of ITEMs so far.

* POTIONS -- heal HP of an actor.
* CONSUMABLE OBSTACLE BREAKERS -- These are the "bombs" of Zelda. They will

EQUIPMENT
Especially for a small game such as this, equipment should flow super freely, and be equippable by anyone.
I would even say limit the equipment slots to something like 3 slots, and make equipment equippable by everyone so you have lots of customization options.
If you have equipment only equippable by one guy, it makes customization decisions very linear.
Equipment is visible on the HUD as three slots.
Any equipment can go into any slot. It can even be 3 hats.

EQUIPMENT ABILITIES
The areas that are locked off by equipment ability obstacles are little alcoves in the monster room layout.

DEATH OF AN ACTOR
If either the HERO or the VILLAIN gets KO'd, then the remaining actor continues on without helping their partner, because they want to get to the FOUNTAIN OF YOUTH and they don't care if they leave their PARTNER behind.
"A villain wouldn't help a hero."
The equipment that the KO'd hero/villain was wearing stays with that actor until they are RESCUED.

RESCUE
If an actor gets KO'd on FLOOR X, then the other actor will continue on by themselves. That actor may get KO'd on FLOOR Y.

What happens next, is that, if there are no actors left, it will be GAME OVER. However, if there are actors left in the starting town on LEVEL 0, the player selects 2 of these (a HERO and a VILLAIN), and starts a new adventure, in a new dungeon with newly generated FLOORS.

When the new party comes across a FLOOR where an actor was previously KO'd, then the position of that actor will be randomized within the floor, that is, there will be a single accessible room that only contains the actor, in order for them to be revived when the party encounters them. This is called a RESCUE.

When an actor is RESCUED, they will be teleported back to the level 0 town, and the party will continue on as they were previously.

"DUNGEON", "FLOOR"S, "ROOM"S, and "OBJECTIVE"S
The DUNGEON is made up of several randomly generated FLOORS.
A FLOOR consists of a grid of ROOMS connected together by transfers.
There are many different types of ROOMS. These are called ROOM TYPES. The list of ROOM TYPES is as follows:

* Vendor
* Minigame
* Shrine
* Monster room
* Boss/staircase room
* Bonus bombable room

MONSTER ROOMs have a layout randomly picked from a selection of 5 MONSTER ROOM LAYOUTS.

Each FLOOR has a FLOOR OBJECTIVE. The FLOOR OBJECTIVE is the goal required for the player to achieve in order to unlock the downward-facing staircase to the next FLOOR. All types of FLOOR OBJECTIVES so far are as follows:

* Collect X amount of Y type items.
* Defeat boss.
* Defeat X amount of enemies.

MONSTER ROOMS may/may not have MONSTER ROOM OBJECTIVES. A portion of the MONSTER ROOM will be locked until this happens. The locked portion of the MONSTER ROOM, when the OBJECTIVE is complete, will become unlocked and the reward will become obtainable. All types of MONSTER ROOM OBJECTIVES so far are as follows:

* Defeat X amount of enemies.
* Defeat X amount of Y type enemies.