Game Design Document - BooLAW/Zelda-Project GitHub Wiki

IceCrew - TloZ: A Dream to the Past

Our hero wakes up in a world where he must fight endlessly against foes and villain in order to obtain the memoirs that make up Hyrule’s hard-fought history. Princess Zelda is one of many prisoners locked up in the evil lord Ganon, where Link will have to venture in order to pursue his mission. But worry not that may all of this be just a dream.

The Legend of Zelda: A dream to the Past is our take on the classic TLoZ: A link to the Past, where the core of the game will shift towards a more fast-paced, crammed with action style of game while maintaining the essence that makes TLoZ game. Fans as we are of roguelike games such as The Binding of Isaac, Enter the Gungeon , Roguelight and many more, we feel that the pace that TLoZ games can be pumped up a little bit in order to appeal to a different, more action driven demographic.

We are not leaving the essence of TLoZ series, puzzles will still be there playing either secondary of main roles while playing a certain type of dungeon, rewards through exploration will be there too, and more but sped up to fit a rogulike game pace.

KEY FEATURES

Game Pillars:

Fast-Paced Combat:

As the player, the main obstacle to achieve the game’s win situation are the hordes of enemies he will encounter. As it is logic, the main mechanic for this game will be the Combat and the goal is to obtain and action based, fast-paced combat that makes the player focus on every move he will be doing but without losing the feel of competence nor challenge (Difficult increase as he gets to deeper levels).

Repetition / Re-playability:

Another key element for this title is the possibility (and almost liability) is to be repeating the action over and over. Since this is a thing, it must be assured that no action is either too boring or too exhausting to maintain the engagement. Interference on gameplay must be as short as possible and there must be a reward after every time (or x times) the action is repeated.

Exploration:

The player must be engaged to look for secondary paths, alternative or additional rewards, ... Anything that implies straightening out of the main (or fastest) route.

(Re)Collection:

Player must look to improve his odds of surviving, to do so he must be engaged to collect several items and booster/upgrades. Recollecting must be an essential part of the fun and also the progress, but it should be possible to complete the game with few items.

Gameplay

Player

Stats

**-Power:**Determines Attack damage towards enemies.
**-Speed:**Determines the Player's movement speed.
**-Max Hp:**Determines the Player's maximum hit points.

Inventory

-Rupees Max 99 -> 300 w\Upgraded Back of rupees
-Arrows Max 99
-Boss Keys

Base Stats

-P: 30 (min 10 - max 100)
-MaxHP: 3 (min 1 - max 12)
-S: 2.5 (min 1.5 - max 4)

Camera

The camera will follow the player or be fixed on a point depending on the scene he is in.

Phasing events (changing scenes)

Changing rooms will be through doors or stairs (inside the dungeon), when the player changes the room the screen will fade to black, and then the next scene will be displayed.

In the overworld when the player reaches a border of the screen that connects with another chunk of the map, the camera will follow the player to the next chunk.

Death

Player dies if their current Hp is dropped to 0 or less. Whenever the Player dies, he will lose ALL upgrades and weapons as well as Stats Modifiers and drops (Back to the original state) EXCEPT for the RUPEES and BOSS KEYS. Player will lose half of the rupees on death and keep all of them if the dungeon is completed (no death). Character will be sent again to ‘Link’s House’ scene on the Overworld.

Blocks

Blocks are map pieces that will be implemented through Tiled.

-Walkable:

This Blocks can be naturally stepped in by any Entity.
They will not trigger any collision.
Variable Sizes.

-Unwalkable:

This Blocks cannot be stepped in by the Player. They will trigger Block-Type Collisions.

-Doorways:

Doorways are a special type of block. They are Walkable blocks that trigger Phasing events.
On each room there are from 1 to 4 Doorways and they are position on the center of the Top, Roght, Bottom or Left walls of each room.

Entities

Drops

Drops are entities that will grant an amount of items to the player when stepped on, then dissappearing. They are walkable by default. -Rupees: Main in-game currency. Maintained after Death. Used to buy Objects in the Shop.
-Hearts: +1 HP (Unless already Max HP)
-Life Potions: +3 HP ("")
-Dungeon Key: Dungeons will require a variable number of them to be opened (they are not spend, but act as a progress meter). They are only dropped by Bosses when beaten for the first time, or they may be given by NPCs for completeling sidequests.

Upgrades:

Upgrades are a type of entity that will be found in some rooms. THis entities stack on the player and grant several effects on him. On the room design the upgrade position will be pre-generated but the upgrades id will be randomly generated. -Heart Container: +1 Hp Max
-Power Gauntlet: +1 Power
-Golden Gauntlet: +2 Power -1 Speed
-Pegasus Boots: +1 Speed
-Magic Mirror: Switches Hp value for Power Value.
-The Compass: Shows Stairs’ Room on minimap
-Dungeon’s Map: Shows all minimap
-Mudora’s Book: Inmune to the first hit on a single floor
-Mysterious Dust: 1 random stat goes +1 or -1 (%50)
-Odd Mushroom: Shuffles all stats.
-Magic Cape: Player is Invisible until first attack (he can’t be damaged or targeted) Link appears as the shadow sprite on the ground.
-Superbomb: Bombs’ range x 2
-Magic Hammer: Player’s attacks can break breakables.
-Hylian Shield: Same as Sword but Blocks incoming projectiles from the current direction.
-Upgraded Bag of Rupees: Rupee Limit to 300
All weapons can be found as if they were upgrades. In-detail look in Weapons section.

Weapons

Mechanics

Attack:

Player will be able to attack, which will use the equipped weapon to deal damage to Enemies and Breakable Entities equal to the Charaters' Power x Weapons' PMult at the weapon's frequency (AtSpd) at a stablished Range.

Move:

The player is able to move around the map in 8 directions (North, East, South, West and combinations of the ones mentioned before).

Interact:

The Player is able to approach different Entities and interact with them (talk, activate,...) in order to trigger various events.

Buy:

The player will be able to buy items having to exchange its earned rupees. Store in-detail explanation.

Push Objects(REMOVED):

Pushed by simple collision. This only applies to movable Blocks. Mostly used in puzzles, it does not allow for diagonal movement.

Grab & Throw(REMOVED):

The Player will be able to grab grabbable entities and throw them afterwards (by interacting).

Puzzles(REMOVED):

In order to break the combat cycle, but without slowing the action flow. The puzzles will act as aeither tension relievers.

Entities

Entities are the elemnts that fill the world map.

Enemies

Stats

-Power: defines how much damage they deal to the player.
-HP: defines how much they can tak ebfore dying.
-Speed: defines how many tiles/sec they will be able to move.
-Flying(true - false): Bool that determines if they can over Unwalkable Short blocks.

Dealing Damage

Enemies will be dealing damage to the player (substracting HP). There are 2 main types of attack:
-Melee: Damage dealth by contacte (Enemy - Player collision)
-Projectile: Damage dealt on contact to projectiles (ranged attack) shot bu the enemy (Enemy Projectile - Player collision)

AI

Each type of enemy will have its own (simple) AI.

Movement

-Follow Path: Enemy follows a pre-given path. They can handle a List of Pahts to follow.
-Chase Player: Pathfinding to the Player's position.
-Chase + Keep Distance: Pathfinding to a certain range of th ePlayer.
-No Move: pretty self-explanatory

Attack

Melee Attacks won't need AI -Shoot to Player: Projectiles shot to the Player's location when reaching a certain distance towards him.

Rewards

When an enmy is killed, there's a chance for it to drop one Drop randomly.

Spawn

Enemies will spawn inside rooms when the player enters them for the first time. Enemies spawned will be determined by th epre-generated room.

Enemy Types

Agahnim Boss Fight

Agahnim is the final Boss inside the 'Agahnim Castle' Dungeon.
This fight consists in 4 phases: - Phase 01:
In this phase Agahnim will do different events. Charge->Miniball->Charge->Miniball->Charge->Ball->Move
Stats:
Hp: 3
Speed: 3
Power: 1

- Phase 02:
This is similar to Phase 01 but two Agahnim clones appear to help him.
Those Clones will follow the same Ai as agahnim but will only shoot Miniballs.
Stats:
Hp: 3
Speed: 3
Power: 1

- Phase 03: Same as Phase 02 but clones will now shoot Bounceable Balls and now they are the player's objective. At the same time, Agahnim will go from left to right on the top of the room and shoot Lightnings (2 Hp Damage) for 2 seconds.
Stats:
Hp: 3
Speed: 3
Power: 1

- Phase 04:
Agahnim goes on a rampage. He will just Charge->BBall as he moves.
Stats:
Hp: 1
Speed: 4
Power: 1

Store

The first room on every scene will let the player chose between some objects at a price to adjust to their process and reward exploration.

Levels

The level to play will be selected by th eplayer from a menu on the main screen. All levels can be played except one: The boss dungeon, which act as the ending dungeon that will only open after collecting 3 dungeon keys.

Dungeon Levels

Inside each dungeon there will be different floor created by several rooms, inside those levels there may be some puzzles (will be designed with the level), enemies with a simple AI, and items, rupees, lives... Rooms are pre generated from .xml files but the items inside will be randomly appearing (with some exceptions) on already given locations

Story

At the beginning of the game Link has a dream in which he sees princess Zelda in danger. (so the objective is given to the player from the very beginning). When Link arrives to Zelda’s castle discovers that it has been overtaken by monsters. Whenever the player is killed, everything will be considered as a dream, so the cycle won’t end until Link rescues princess Zelda from Ganon and Save Hyrule from that eternal cycle.

Controls

Move:

W: Up
A: Left
S: Down
D: Right

Attack:

Up Arrow Key: Up
Left Arrow Key: Left
Down Arrow Key: Down
Right Arrow Key: Right
RCtrl: Dash

UI:

TAB: Open Inventory
ESC: Pause Menu

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