Corrowland: Difference between revisions
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Revision as of 16:19, 3 July 2012
This is my rouge like game. Player starts in an overworld. As they explore they can build structures, fight enemies and acquire items. There is no leveling, the skill is inherent to the player and their items. The game is pseudo real time. The world moves at 1 fps. The focus is on strategy rather than APS.
Basic Plans
The first version will simply be a field where you can move around and fight enemies. Enemies will spawn in a range of 3x3 screens, excluding the screen you are on. The screen is 40x30 tiles with each tile being 20x20.
Notes
I want a focus on a massive tech tree. Building of tools to make tools to acquire items to make more tools. This is very minecraft inspired. Unlike minecraft, I want the over world seperate from dungeons and fortresses. As you go deeper (or higher) into these structures the difficulty of the enemies will increase as will the rareity of the drops.