by Cuscuta
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Advanced Topic Subteam 1: Networked Multiplayer
- Chase Lahner
- Rory McCann
- Lukas Finn
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Advanced Topic Subteam 2: Procedural Generation
- Tyler Ryan
- Nico Zeuss
Cuscuta is a biopunk rougelike dungeon-crawler, with emphasis on stealth mechanics and intuitive world generation
- Multiplayer will function using a P2P connection between the two players
- Each player has a unique carnage bar allowing for more build combinations
- Procedural rooms are generated based off an average of both players' carnage bars, weighted heavier towards carnage
- Teammates must balance between stealth and destruction to maintain a balance in the dangerous dungeon
- Dungeons will be harder in co-op mode and therefore require strategy and planning
- Room size: Room size is variable and will increase/decrease depending on the carnage bar
- Enemies: Enemy count and type is variable based on the carnage bar
- Obstacles: Obstacles & stealth objects will spawn differently depending on the carnage bar
- Replayable - Each playthrough is entirely procedurally generated, making it feel like a new run each time
- Variable - Automatic balancing between 1-2 players, 2 player runs will have more enemies/difficulty
- Create (numRooms) rooms with different shapes
- Push the rooms apart until they are not touching
- Determine "main" rooms (boss rooms, starting room)
- Delauney triangulate the main rooms
- Create a MST from the graph to create edges and loops
- Add hallways
- Playable Demo
- at least 1 enemy type with basic movement (basic, non-player oriented) and causes damage when colliding with a player
- 2D movement - Up, down, left, right
- Crouch/sneak mechanic, dash mechanic implemented
- Carnage bar implemented - reacts to player gameplay and changes state depending on stealth or carnage
- Generation
- Basic dungeon generation - fluctuating room size & metrics, completely random dungeon generation
- Entire dungeon generation at runtime
- Rudimentary Multiplayer
- Basic two-player connection - Not lag free, just able to have 2 players in same game
- Rudimentary Animation/Artwork
- Starter sword art
- Character art & animations
- Carnage Bar art & animations
- 2 enemy sprites & animations
- Basic Line-of-Sight Detection for 1 enemy type
- move enemy to player's last known location (LKL)
- Complete Game
- Dungeon generation based on players' carnage bars and location - Should be random, but influenced by carnage bars and player count
- Too high carnage will generate rooms with difficult opponents to fight, but easy to sneak around
- Too low carnage will generate rooms with easier enemies to fight, but too many to sneak around
- Tight interplay between generation & multiplayer - 2 players mean more difficult rooms
- More enemies will be spawned in with 2 players
- Some rooms require teamwork to complete
- At least 4 enemy types
- 2 For each category: strong in stealth vs strong in carnage
- Stealth:
- 1 Enemy that is weak, but can detect player from a longer radius
- 1 Enemy that has the longest detection radius, but short attention span
- Carnage:
- 1 Enemy that is weak, but is mobile and does high damage
- 1 Enemy with a high health bar and does high damage, but is very slow
- One distinct item players can utilize
- Ability to escape detection from enemies
- Dungeon generation based on players' carnage bars and location - Should be random, but influenced by carnage bars and player count
- Finalized Generation
- Each room is generated realtime based on the carnage bar
- Rooms generated as you step into them, not all at the beginning of the game
- Enemy count & type fluctuates as they spawn real-time
- Dungeon "fights against" you
- Fluid Multiplayer
- Movement and monsters must be synchronized
- No large room lag
- Movement must be relatively lag-free
- Ending
- End reward
- Advanced Stealth/Detection System
- Ability to distract enemy
- Enemies pathfind to player's last known location
- At least 3 distinct items player can utilize (At least 2 weapons, 1 buff)
- Starter sword, gun, bow, knife, potions/powerup, etc
- Dungeon procedural generation works as intended: 20%
- When carnage > stealth, enemies strong in stealth will spawn at an increased rate
- When stealth > carnage, enemies strong in carnage will spawn at an increased rate
- when carnage > stealth, dungeons will generate with more opportunities to utilize stealth over carnage (ex. stronger enemies that can be avoided with stealth)
- When stealth > carnage, dungeons wilsl generate with more opporunties to utilize carnage over stealth (ex. weaker enemies that you can't avoid being detected by)
- Completely Random generation -- rooms from start to final boss
- Multiplayer P2P connection works as intended: 20%
- Basic functionality: 2 players with full functionality in same lobby: 10%
- Lack of major lag/latency in basic game functions: 10%
- Fluid movement mechanics (Walk, Sprint, Roll) -> can be used in succession: 10%
- Enemy A.I functionality -> Last Known Location, Player tracking, combat abilities: 15%
- Basic detection escape: 15%
- Enemies have line of sight detection
- Enemies lose interest after a set amount of time of player not being in line of sight
- Minimum Viable Product (all goals reached) 10%
- Stretch goals: 10%
- Adv detection
- 3 distinct items