Update Game Design Doc
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### Core Concept
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A roguelike adventure game where players embark from Vale, their mountain sanctuary hometown, on epic expeditions where they must effectively balance strategic and action oriented gameplay to deliver their world from a cosmic threat known as The Quiet.
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A roguelike adventure game where players embark from Vale, their mountain sanctuary hometown, on epic expeditions where they must effectively balance strategic and action oriented gameplay to deliver their world from a cosmic threat known as The Quiet, before time runs out.
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### Genre & Inspirations
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- **Primary Genre:** Roguelike/Action-Adventure with Heroic Mission Structure
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@ -50,11 +51,10 @@ A circle of corruption known as "The Quiet" radiates from the point directly bel
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- All of the [Expedition](#phase-2) systems remain available, but any settlements, camps, vendors inside The Quiet will become inaccessible to players.
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- Players must adopt new survival strategies to resist the harmful effects of The Quiet, such as:
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- Scouting ahead in search of natural natural safe zones (e.g. Dark Souls bonfire)
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- Consuming Wild Magic Jars to produce protective auras and wards
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- Defeating powerful enemies to replenish Wild Magic Jars
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- Consuming rare resources to produce protective auras and wards
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- Defeating powerful enemies to replenish rare resources
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- Reach the center of The Quiet before The Omen touches the ground
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- Defeat The Stewards
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- Travel back to Vale**
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When victory is achieved, players will be granted rewards - including a Lantern of Return (Homeward Bone) and a new game loop starts immediately.
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Note: Each loop features various modifiers, such as more powerful enemies, fewer safe zones, faster spreading of The Quiet.
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**Players will not need to make the entire journey back to Vale manually. The game world uses a graph/node based loading system. Upon defeating the stewards, the apocalyptic mists will fade and reveal Vale in the not-too-distant locale while they process their rewards.
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