Diablo-style game with procedural items, progressive difficulty, leveling and map variety. (Still in early development)
On game start, a dungeon, race, and story is randomly chosen. Enemies spawn in the dungeon with a coherent random pattern. The player then selects a hero and wages battle against these enemies with his/her allies. Killing enemies provides experience and loot, which are used to progress the hero with abilities and crucial stat increases.
This game has constant expansion and ambitions. Here are some more details about the basic game design above:
- The possible enemy races are Bandit Terran, Rogue Protoss, and Feral Zerg.
- In each race is a unique combination of available trash mobs, elite mobs, and bosses.
- The dungeon is populated with five elite packs (4 in an elite pack), five trash packs (6 in a trash pack), fifty random trash mobs, and one boss.
- A storyline is chosen randomly among a list of eight, and fitted with the race.
- Items that drop have stats generated at runtime. There are ten different slots for an item. and each item can be one of 6 tiers. Each tier offers a different range of bonuses. The drop rate and other item stat parameters are tied uniquely to each mob. Intuitively, elites drop better loot than trash, and bosses have the best loot. There is immense variability in this though.
Tuning the monsters and implementing a way to adjust difficulty are some of my current top priorities.
I can be reached on skype [invalidskypenam3]. I am active from about 3 PM-2 AM CDT.