Measuring all of my progress in small verses isn’t going to work as the project expands, although I will continue to use them to express my immediate goals. I also have some major milestones in mind, such that there is a complete game at each milestone that I can cut a version of and release. My current target will be called Rooms. Before I move onto to building a larger game world, I need to be able to pack some interesting things into a single room. The following are my high-level goals for Rooms and some details on room types in particular.
- Combat system
- Basic status effects
- Basic room archetypes
- Room “theme” separate from the room’s design
Room Archetypes
I want to have some representation of some basic rooms that I can apply some randomization to. Here is the starting list of archetypes and the inspirations I am pulling them from. This list should expand when they game increases in scope beyond a single room. If you think of a standalone room type I haven’t covered below, please leave a comment with your idea.
The Simple Barracks
Inspiration: Virtually any RPG
A basic room with some enemies and their equipment. Nothing to write home about, but if every room was really interesting, they wouldn’t stand out.
The Environmental Hazard Room
Inspiration: Super Metroid
The room is too hot, and will damage your character over time. The door itself is too hot to touch. Find some heat-protective armour or use a heat protective spell to survive the room and escape.
The Dormant Room
Inspiration: Adventures of Lolo
The room contains dormant enemies which will awaken upon finding the key to exit the room. Steps can be taken to destroy the enemies or limit their mobility prior to grabbing the key. Adventures of Lolo was one of my favourite NES games, and I always thought the mechanic was excellent.
The Laser Room (pew pew)
Inspiration: Penny Arcade D&D Session
A beam of light must be reflected through the room in order to activate mechanisms and weaken enemies, but it is hazardous to cross the beam yourself. Wax Golems and Ant Men, here we come.
Shop
The final version of The Room will drop you from one Room to the next, persisting stats, so a shop level is appropriate. I can insert them after every few rooms to give the player a chance to restock and sell. And give me the chance to implement trade in this version.

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If the Stinkoman 20X6 game from Homestar Runner has taught me anything, it’s that you need an obligatory ice level and air level and lava level. Come to think of it, that all also fits in well with Super Metroid. I was also a fan of the whole “need to upgrade your suit to survive the heat” thing. Made you feel powerful and progressing to be able to do and survive something you previously could not. Also I always think of Legend of Zelda: A Link To The Past when I think of enemies that come to life after you do a specific thing, like open a chest or something.
Glad to see another follower of Gabe’s D&D adventures.
Can’t wait to see some of the combat system.
January 24, 2010 @ 5:35 am