Gameplay and narrative ideas rambling
I have too many ideas and too grand ambitions for this project for my own good. A playable bare-bones prototype would be enough, but my primate brain is hyperfocused on this game. I have no experience or much of relevant skills, but outlining some ideas shouldn't hurt. This blog is for me and future me (hello, random stranger, if you read this!) Before I change my mind a dozen times again, here's the basic gist of Spellsword as of now:
[ Gameplay ]
Pretty much like any clone of Vampire Survivors (whatever the genre is. Project name in Unity is survivorslike) but in 3D and in first person view. Perhaps in third if it proves to be a better choice.
You kill hordes of demons and level up until you fail and die. On each level up a random selection of skill advances is presented. You acquire skills that help you fight. Pretty basic stuff in this regard.
But, this type of game works by seeing the battlefield and manoeuvring between enemies. Easy in 2D, much harder in 3D with rotation and awareness limited to cone of vision. So, i need to see the arena from above. Jumping? Weird. Flying? Cool.
You get magic wings that will let you rise above and take in the situation, reposition, and attack from above. But you can't stay in the air indefinitely and cheese enemies. Wings will function like a jetpack - short bursts of mobility with fuel consumption management.
You get mana (or something) to power your magic wings by killing enemies in melee range with a blade. When airborne you switch to a ranged attack mode by shooting spells from your off-hand.
Ranged attacks are much more devastating and deal additional AoE damage. These kills give much experience but very little mana for wings.
Melee attacks give much mana but little experience. So the trick is balancing both options, upgrading skills by killing mobs, utilizing wings to clear large swathes of mobs, and not letting yourself be overwhelmed on the ground.
Attack modes will switch automatically depending on whether player is grounded or airborne. When grounded, spell hand will cast a shield to deflect or dampen damage. When airborne, blade will possibly deflect incoming projectiles, so the input stays simple and consistent in both modes.
Maybe offhand attack in airborne will shoot player down like a meteorite to splash damage on impact?
Skill upgrades will help with damage in both close and long range, will unlock passive abilities, and perhaps some supers on a cooldown.
No money or currency is planned as drops from enemies, but that may change, if passive upgrade system would be added.
Healing (?) can be done through pickups dropped by some enemies.
The world will be a relatively flat plane with some level geometry but the edges of the map are an open question. Map tiling and asset streaming are out of my skill range. Procedural endless generation sounds dope, but I might be limited to a large hand-crafted map.
[ Story ] drafts
A dark fantasy setting in which a demonic invasion of horrid creatures descends upon the realm. From where? My ass, likely.
Option 1: You are responsible for the demons. Somehow. You're an aide to a god who orders you to fix your mess. He throws you down to earth and begrudgingly grants you powers as you advance. No respite in afterlife, you get resurrected time and time again.
Option 2: You were a mortal who died on the battlefield to said demons. The angered god raises you from the dead to repel them, as every man counts. He grants you powers. On every retry the new hero is another slain body from the battlefield.
Option 3: You were chosen by that god to prove your worth as warrior. Demonic swarm is your rite of passage. He grants you powers to see you grow in might. "Plot twist": once he was a mortal like you who levelled up enough to kill a god and took his place. Now he's looking for a worthy heir/opponent.