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https://github.com/edgarssilva/relentless-revenge
A roguelike isometric game made using bevy.
https://github.com/edgarssilva/relentless-revenge
bevy gamedev rust
Last synced: about 2 months ago
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A roguelike isometric game made using bevy.
- Host: GitHub
- URL: https://github.com/edgarssilva/relentless-revenge
- Owner: edgarssilva
- Created: 2021-08-07T19:31:06.000Z (over 3 years ago)
- Default Branch: master
- Last Pushed: 2024-09-24T22:03:59.000Z (3 months ago)
- Last Synced: 2024-10-30T04:07:30.840Z (about 2 months ago)
- Topics: bevy, gamedev, rust
- Language: Rust
- Homepage:
- Size: 5.31 MB
- Stars: 24
- Watchers: 1
- Forks: 2
- Open Issues: 0
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Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# Relentless Revenge
This is a modified Markdown file of my notion notes.
# Theme notes
Player is an agile {BLANK CHARACTER} that leaps around using daggers and emits lightning
He evolves taking bosses skills and becomes strong with each kill (should be represented with color)
- Maybe he should suck the boss into him becoming stronger and darker
{BIG FINAL BOSS} drags us into {DEFINE PLACE} where he throws at different platforms full of enemies.
We have to fight our way through them to reach him by defeating the bosses of each platform.
After killing the boss the ground gets magicly destroyed and we fall into the next platform.{BIG FINAL BOSS} is scared of the player potential and tries to kill him before he becomes too strong, but in doing so it only feeds his power and he becomes stronger and stronger and now is coming for revenge.
x MISSING THEME STYLE AND WHAT MONSTERS ARE AND WHY THE PLAYER IS FIGHTING THEM
# Name ideas
- *Something* Revenge
- ✅ Relentless
- Unstoppable
- Inescapable# Mechanics notes
- Combat should be smooth and quick with increasing speed through level
- We have to fight our way through the platforms to reach the boss
- Levels should be procedurally generated with open spaces
- There should be a dash effects that maybe locks on targets (prevent unwanted ones)
- Later on the ability to attack mid dash should be obtained
? Figure out wheter to use JKL keys or the mouse (maybe both)
? How should health be displayed (healthbars and/or damage counters) or even show at all
- There should be leveling of different stats like hp, speed, dash-speed, etc.
- A skill where you can reflect an incoming projectile (not by attacking it)# Art Notes
- Assets should be isometric style if possible
- Sprites should be around 16x16
- Enemies should be larger than the player (especially bosses)
- Color scheme should be a bit more to dark and colder colors
- Dash and attack animations should be smooth with trailing effects
? Hit effects should be a white overlay (or red)
- There should be parallax particles all around and some always moving
- Main character should have different versions with different lightnigh color and entinsity
- Idle animation should be a tired slow breathing up-and-down, with head and daggers lowered
- The screen should flash when the player is low hp
- Transition each level through a slide up dithering effect# Sound Notes
- Attack should be swift and faded (should use wind as a base)
- Try to go for a pixel arty style but without sounding 8 bitty# References
- Player mechanis and feel (Solo leveling)
- Map and enemies (Quadropus Rampage)# Similar Games Found
## Children of Morta
- Attacks only move the player when pressing a movement key and at the same time as the slash comes out
- Has a skill tree## Wizard of Legend
- Spells lock the player in space but slashes move the player slightly to follow up combos
- Speed effects could have a trailing after-image of the player
- A lot of impact frames and interesting combos
- Player attack direction is based on mouse (mixed feelings)