I covered the various development activities in my previous blog post
Solo Game Dev: Juggling a Hundred Hats and a Thousand Tasks. One briefly mentioned aspect was the wide range of systems that make up a game like
Echoes of Myth.
This post serves as a living document, outlining the various systems I’ve developed for the game—most actively in use, while some remain inactive for now. I’ll likely update this over time as the game evolves.
Systems Listing
For now without detailing descriptions.
Category | System lvl 1 | System lvl 2 | System lvl 1 |
Gameplay | Map | Randomized Atlas paths | |
Gameplay | Map | Randomized map rewards | |
Gameplay | Roguelike iteration system | | |
Gameplay | Eternalize item | | |
Gameplay | Purchaseable Permanent powers | | |
Gameplay | Fork of fate | | |
Gameplay | Healing Potion | | |
Gameplay | Healing Potion | Healing upgrades | |
Gameplay | Healing Potion | Quantity upgrades | |
Gameplay | Character classes | | |
Gameplay | Loot | Permament currency | |
Gameplay | Loot | In-iteration currency | |
Gameplay | Abilities | Grapple | |
Gameplay | Weapons | Melee weapons | |
Gameplay | Weapons | Melee weapons | Multiple attacks |
Gameplay | Weapons | Melee weapons | Combos |
Gameplay | Weapons | Melee weapons | Parry |
Gameplay | Weapons | Melee weapons | Confirugable delayed & signaled attacks |
Gameplay | Weapons | Melee weapons | Dash and jump attacks |
Gameplay | Weapons | Spells | |
Gameplay | Weapons | Spells | Buffs and debuffs |
Gameplay | Weapons | Spells | Auras |
Gameplay | Weapons | Spells | Quin type shield |
Gameplay | Encounters | Randomized encounters | |
Gameplay | Encounters | Static encounters | |
Gameplay | Events | Challenge trials | |
Gameplay | Experience & Leveling | | |
Gameplay | Experience & Leveling | Class specific levelup stat boosts | |
Gameplay | Inventory | | |
Gameplay | Quest system | Quests, phases, objectives | |
Gameplay | Saving system | Save & load | |
Gameplay | Saving system | Multiple save slots | |
Gameplay | Dialogue system | | |
Gameplay | Resources | Mana | |
Gameplay | Abilities | Dash | |
Gameplay | Talent system | | |
Gameplay | Keymapping | | |
Gameplay | NPCs | | |
Gameplay | Vendor system | Static inventory | |
Gameplay | Vendor system | Dynamic inventory | |
Gameplay | Vendor system | Selling to vendor | |
Gameplay | Vendor system | Weapon and spell upgrades | |
Gameplay | Prophecy system | | |
Gameplay | Prophecy system | Map revelations | |
Gameplay | Prophecy system | Fate Reshaping | |
Gameplay | Loot | Static items | |
Gameplay | Loot | Unique items | |
Gameplay | Loot | Dynamic items | |
Gameplay | Loot | Level dependent loot tables | |
Gameplay | Loot | Class specific item generation | |
Gameplay | Vendor system | Item valuation | |
Gameplay | Stat system | | |
Gameplay | Stat system | Stats affecting other stats | |
Gameplay | Stat / mechanism | Thorns | |
Gameplay | Stat / mechanism | Revenge heal | |
Gameplay | Stat / mechanism | On hit / on parry temporary effects | |
Gameplay | Enemies | Standard configurable AI | |
Gameplay | Enemies | AI | Escape behavior |
Gameplay | Critter behavior | | |
Support | Animation system | | |
Support | Animation system | Root motion support | |
Support | Sound system | Pooled SFX | |
Gameplay | Enemies | Activity system | |
Gameplay | Dialogue system | Various NPC behaviors during dialogue | |
Gameplay | Armor sets system | | |
Gameplay | Portal network system | | |
Support | Input system | | |
Support | Input system | Keyboard & mouse | |
Support | Input system | Gamepad | |
Gameplay | NPC overhead comments system | | |
Gameplay | Event info display system | | |
Support | Sound system | Music | |
Support | Sound system | Activateable encounter music | |
Support | "Feel" effects | | |
Gameplay | Combat | Poise & Stagger system | |
Gameplay | Combat | Stuns, freezes | |
Gameplay | Falling restore system | | |
Support | Difficulty levels support system | | |
Support | Cutscenes system | | |
Support | Moving platforms / lifts support | |
Comments
Post a Comment