4.8 KiB
4.8 KiB
2D Roguelike with Dual Game Loops: Roadmap & Deadline
This document outlines a detailed plan to create a simple 2D roguelike in C using raylib, featuring two distinct game loops: defending your base against hordes and pillaging a dungeon.
1. Realistic Deadline Estimate
- Overall Estimate: 80–120 hours of focused development time (This can be spread over several weeks if you’re working part time.)
Note: If you’re new to C/game development or raylib, you may want to extend this timeline by an additional 50% or more to cover learning curves and extra debugging.
2. Roadmap / To-Do List
A. Pre-Production and Planning (8–12 hours)
- Concept Design:
- Define the core mechanics for both game loops:
- Base Defense Mode: Determine horde attack wave system, enemy behavior, and defensive structure mechanics.
- Dungeon Pillaging Mode: Decide on dungeon layout, exploration dynamics, enemy encounters, and reward systems.
- Sketch out game flow diagrams and state transitions between modes.
- Define the core mechanics for both game loops:
- Feature List & Scope:
- Create a brief design document outlining gameplay, UI, and any score/progression systems.
- Prioritize features (MVP vs. additional polish) to ensure core gameplay is functional.
- Tool Setup:
- Install and configure raylib.
- Set up your development environment (IDE, version control, build scripts).
B. Prototyping Basic Framework (15–20 hours)
- Project Setup:
- Initialize a basic C project structure and integrate raylib.
- Create a main game loop with a game state manager to switch between modes.
- Basic Game Loop Implementation:
- Implement a splash screen or main menu for mode selection.
- Add stubs for each mode (base defense and dungeon) to verify mode switching.
- Input and Rendering:
- Set up event handling using raylib for keyboard/mouse input.
- Render simple shapes or sprites as placeholders for the player, enemies, and bases.
C. Base Defense Mode Development (25–30 hours)
- Game Mechanics:
- Code enemy spawning and implement wave mechanics for base defense.
- Develop basic AI for enemy movement and targeting the base.
- Player & Base Interactions:
- Create defensive structures or player-controlled defenses.
- Implement collision detection between enemies and the base.
- Visual Feedback:
- Display base health/integrity.
- Include simple animations or state feedback (damage effects, score updates).
- Testing and Iteration:
- Continuously test and tweak enemy behavior, spawn rates, and difficulty.
D. Dungeon Pillaging Mode Development (25–30 hours)
- Dungeon Generation:
- Design a simple procedural (or pre-defined) dungeon layout.
- Implement room transitions, corridors, or tile-based map structure.
- Player Mechanics:
- Code player movement, attacks, and possibly a simple inventory or item system.
- Define enemy encounters with a basic combat system and AI.
- Environment Interactions:
- Add interactive elements such as doors, traps, or treasure chests.
- Implement transitions between rooms or levels.
- Basic Story/Progression Elements:
- Integrate objectives like reaching a goal or collecting treasures.
- Consider power-ups or enhancements to influence later base defense rounds.
- Testing and Iteration:
- Playtest exploration, tweak enemy difficulty, and adjust dungeon layouts to ensure engagement.
E. Integration, Polish, and Debugging (10–20 hours)
- Integration:
- Seamlessly connect the two modes so that players can transition between them.
- Implement transitions (e.g., carrying over score or narrative cues).
- Polish:
- Refine graphics and animations (using temporary assets if necessary).
- Add sound effects and background music for an improved player experience.
- Debugging & Optimization:
- Thoroughly playtest for bugs and balance gameplay.
- Optimize performance, particularly when managing multiple on-screen entities.
- Final Touches:
- Develop a simple scoring or progression system, if desired.
- Implement a basic UI for health, score, and game mode transitions.
F. Buffer and Extra Time
- Extra Time (Optional): Reserve an additional 10–20% of the total planned hours for unforeseen challenges or potential extra features.
3. Final Considerations
- Iteration: Game development is iterative. Be prepared to revisit and refine early stages as new challenges or ideas arise.
- Scope Management: Focus initially on a minimal viable product (MVP) that covers both game modes. Additional features can be added once core gameplay is solid.
- Learning Curve: If you are less experienced with raylib or game development in C, consider using online tutorials and community forums for additional guidance.
Good luck with your project!