• 0 Open
    0 Closed
    Updated 2025-09-30 14:03:26 +00:00
    No due date

    Expand the character with stats which can be improved during the run and with the Progression System. For both the enemies and bosses implement a simple configurable monster ai. Also design and implement a series of both normal and boss enemies with different difficulty levels for each floor.

    Documentation: https://docs.temporaryname.org/s/games/p/character-and-enemies-1Pg2cahcwf

  • 0 Open
    0 Closed
    Updated 2025-09-30 14:02:54 +00:00
    No due date

    The combat system consists of the turn based component, where the player and enemy each choose an attack an reveal it at the same time, the outcome of a turn and the finish states of a combat itself. Important for the combat is the usage of items, which are part of the Inventory System milestone.

    Documentation: https://docs.temporaryname.org/s/games/p/combat-system-fUVgM9kS6o

  • 4 Open
    0 Closed
    Updated 2025-09-30 14:38:57 +00:00
    No due date

    Implementation of the floor generation which includes configuration options for different floors. Floors consist of different floor tiles, some empty, some with different encounter types assigned to them.

    Documentation: https://docs.temporaryname.org/s/games/p/floor-and-floor-generation-mtV6TckOsj

  • 0 Open
    0 Closed
    Updated 2025-09-30 14:03:11 +00:00
    No due date

    The inventory system includes the inventory, items and (run) currency. Most importantly is the design and implementation of different kinds of items. Also the working shop encounter is part of this milestone.

    Documentation: https://docs.temporaryname.org/s/games/p/combat-system-fUVgM9kS6o

  • 0 Open
    0 Closed
    Updated 2025-09-30 14:02:40 +00:00
    No due date

    This milestone requires at least a basic implementation of the Floors and Floor Generation milestone. It includes everything related to the player movement on the map, unveiling parts of the map (configurable for further options) and the display of aligning tile types. Also important is the movement of the player and the triggers of the different tiles (transition of scenes if an event is triggered).
    The implementation of user interfaces for the floor scene and different encounter types (excluding combat), both technical and the design.

    Documentation: https://docs.temporaryname.org/s/games/p/player-movement-and-events-CyqbYHodoz

  • 0 Open
    0 Closed
    Updated 2025-09-30 14:05:17 +00:00
    No due date

    This is the progression in between runs. Implement the meta currency and meta progression system. Also design and implement a lobby where the player can advance and start another run.

    Documentation: https://docs.temporaryname.org/s/games/p/progression-system-wn7j8Ql9oU