Dungeon Crawler What it is Multiplayer 2

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Dungeon Crawler Dungeon Crawler

What it is Multiplayer 2 d dungeon crawler Torchlight/Diablo style featuring random map generation What it is Multiplayer 2 d dungeon crawler Torchlight/Diablo style featuring random map generation Skill tree/class choices to create diverse characters Simple setup of town hub to buy/sell/upgrade equipment and teleporter to dungeon Include character saves Layered binary choices to create diversity from low numbers of options

Map generation Each map gets background tileset, room tileset, pathway tileset. Create two textures Map generation Each map gets background tileset, room tileset, pathway tileset. Create two textures for each tileset creating 8 different looks for each dungeon type 3? dungeon types resulting in 18 total textures needed to build 24 different randomly generated dungeon looks Random map generation using maze algorithm resulting in room+tunnel setup

Enemies Create mix of standard enemies and tileset unique enemies. Standard enemies have different Enemies Create mix of standard enemies and tileset unique enemies. Standard enemies have different textures depending on tileset but same behavior. Cave Slime vs Goblin Lackey could use same grunt level AI. Leader enemies have AI's unique to them Goblin Chief vs Dragon could behave different despite both being leaders Unique pool of dungeon bosses depending on time constraints

Player Characters 3 characters each with a different skill tree. Armor made up of Player Characters 3 characters each with a different skill tree. Armor made up of layered sprites so equipment can change character look. Skill tree starts with 3 skills to put points into. After X points spent create a class choice which opens up 3 new skills. Example: Character is a Warrior, after spending 10 points gets choice to be Berserker or Knight. Creates 24 unique classes by the end of the game without having to develop 24 classes from start to finish

Items NPC's die/chests open loot spawns on ground Various items such as potions to Items NPC's die/chests open loot spawns on ground Various items such as potions to be consumed, upgrade paths for armor to act as item and coin sinks. Usual assortment of weapon types like swords, platemail, robes, staffs. Items get stat levels and weighted random variables to create quality differences. Better items end up being rarer. Additional upgrade slot using crystals to add to a specific item stat, drop rarely primarily bought to act as main coin sink

Town setup Single unchanging town, player can leave dungeon to enter town at any Town setup Single unchanging town, player can leave dungeon to enter town at any time. Includes teleporter to current dungeon. Contains vendors, item upgrades, character trainer. Possibly quest givers. Town acts as primary hub for players to gather. Questgivers provide background narrative for traveling to dungeon.




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