ID:94937
 
So, Do stuff 2010 started today. So it is time to DO STUFF.

I'll be making a simplified Roguelike game. Gameplay however will have more in common with a Zelda type game (2d Zelda).

Key features in the game are...
1. semi-randomly generated dungeons. Not truly randomly generated, but each floor of a dungeon is picked from a list of several premade floors. This allows for some randomness, but also to make fun to play floors.

2. WEAPONS!! Character customization in the game will be done entirely through the use of weapons.
All weapons will have a normal, and special attack. Every weapon will in some way be different from the next, and player choice wont be effected by weapon stats, but what it's attacks are like.

3. Simplicity. Everything in the game will be simple.
Controls and gameplay will be simple, easy to pick up and learn. Should not take more than 2 minutes to figure out stuff.

The game it's self will be simple. No complex numbers or math involved on the players end. This means no leveling up, exp, stats on anything and so on. No numbers at all in this game.

Graphics will be simple, brightly coloured and cartoony.
I always did like pastel colors. Using simple graphics makes work faster, while still looking good.
If you want an example of simplicity. Of all the turf I have drawn at the moment, the most complex uses... 2 colours. While the most simple used one colour.

4. Challenge. The game has no leveling up, getting stronger or grinding. All challenge in the game will have to be over come with player skill alone.

Every dungeon in the game will have a rating, from 1 to 5 stars. More stars = harder.
The first dungeon planned is a forest, 1 Star. If you struggle to do this, you may be brain damaged, or severely crippled.
Another planned dungeon is a clockwork tower, 3 stars. Will be fairly challenging, may require additional people.
Whereas a 5 star dungeon like the haunted house will be very hard. Getting hit once could be a fatal mistake. You will almost definitely need other players to help you with this.

There is not much else to say really. The game wont be deep, wont be complex, but is designed to be something you can pick up and play for 20-60 minutes at a time.

Will probably have something playable within a week or two. Depending on how lazy I feel.
Cool. I've been distracted by designs for a similarly randomized, Zelda-inspired non-fangame myself. Except mine would be single-player... and I have no idea when I'll get around to it. Maybe I won't have to. =)