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dungeon-explorer's Issues

Basic Attack

Player is able to attack and deal damage to enemies with a basic weapon (hand-to-hand most commonly)

Moving Camera

Camera can be moved around for fly-by's, scripted sequences/cut-scenes, etc.

Basic HUD

Display a basic HUD while playing the game. Design should be simplistic and out of the way. Should also include health, mana/stamina/fatigue (as one bar), and possibly usable skills/spells and whatever else is necessary (room for expansion with a radar or mini-map, objective markers, and whatever else we can work out)

Item Generation

It would be useful to have some sort of random item generator, but it would be good to focus on making it easy for a human to make a new item with specific values etc. The random stuff is secondary in this case and could even be ported to the external tools instead

Puzzle Generator

Map generation also supports puzzle generation in which key and door pairs can be created or switch puzzles etc. Might keep it as basic as possible

Basic Item Maker

Can generate a random item or allow the user to make an item, adjust stats, add buffs, etc.

Map Collisions

Collisions between walls and obstacles in a map are working, player cannot push through them

Campaign Creator

User should be able to define a new campaign including adding enemies, maps, items, spells, puzzles, cut-scenes etc.

Basic Map Generator

Can generate a simple map with collisions to be ported into the game or edited by adding monsters, items, doors, etc.

Multiplayer Handling

Multiple players can join or leave the game. Should spawn near player when every thing is safe. Items kept in inventory will be transferred between games

Basic Dice System

Dice System will accept and parse simple dice equation strings ("1d20", "5d3", "2d5", etc), perform the appropriate random roll and spit out a value does not need to handle more complex actions such as exploding and keeping dice.

Advanced Dice System

Will accept various dice notation strings (such as "6e2m1d6" to roll 1 6-sided die, re-roll when less than 2, and explode on 6). Explosions should only have a depth of 10, any more will likely just be overkill and explosions could technically continue infinitely. 10 consecutive explosions is hard enough to get as it is. An example of an extensive notation can be found in this app manual

http://www.moonsoft.com/dicerolleriphone/helpfile.pdf

The page for the app is:
https://itunes.apple.com/us/app/rpg-roller/id391321645?mt=8

Basic Movement

Movement in the 8 cardinal directions (N,S,E,W,NE,NW,SE,SW) at a constant speed

Follow Camera

Camera locks to players position and keeps them in the center of the screen

Advanced Inventory System

Player inventory is limited in size and (with regards to the type of RPG) depends on player stats to determine encumbrance. Players should be able to use any item within their inventory provided context (keys for example would be used automatically when walking into a door without prompting from player). Armor, weapons, shields, necklaces, rings, and other equipment should be separate from the inventory, but still count toward the overall encumbrance.

Item Spawning

Items can be spawned easily and players can pick them up and store them in the players inventory

Spell Customization

Spells can have any number of effects and should be easy to construct. Should allow for easy expansion. May abstract the effects to be used by more than just spells (such as magical items, feats, abilities, etc.)

Item Usage

Items can be used including that weapons can be equipped/unequipped and fired, armor can be equipped/unequipped, buffs and debuffs apply, etc.

Object Interaction

Players are able to interact with levers, buttons, switches, and doors. Basically any form of dynamic functioning that a room might need

Basic Inventory System

Players can pick up and drop items from their inventory. May also select items and may or may not be able to use them at this time. Size will be unlimited for now

Basic Generation

A Simple map is generated from source rooms and brought into the world

Basic GUI

Things like a starting splash screen, pause menu, and options menu with clickable buttons as well as an inventory menu to display everything that the player is holding

Basic Spell Maker

Allows the user to create spells with a variety of effects that can be used in game. Could also create a random spell. User should be able to tweak values

Simple Enemy AI

Enemies perform basic attacks toward the player as well as showing some other signs of decision making, like pursuing only for a certain distance, lines-of-sight, and pathfinding.

Advanced Spawning

Enemies spawn with set groups and in certain room configurations to provide more of a challenge to players

Expand Map Size

Generator can support much larger maps, even effectively infinite maps by generating rooms in real time.

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