Navigating Dungeon Floors

Page Overview

This design page elaborates on how the player and player character navigates through the each dungeon floor room by room, encounter by encounter.

Floor Navigation Diagram

 

Player Character Movement Input

The player moves their player character on screen by moving the mouse cursor over an object within the dungeon room that can be interacted with.

When the mouse cursor is over said object, a display next to the object shows information about it. Most importantly how much stamina it’ll cost to interact with it.

The player left clicks the mouse to initiate an interaction and spend the stamina cost.

Valid Objects in a Dungeon Room

  • Doors = Interact to move to the connecting room.

  • Locked Doors = interact to move to the locked door and attempt to unlock it.

  • Prisoners = Interact to move to them and attempt to free.

  • Enemies = Interact to move to them and battle.

  • Traps = Interact to move to and attempt to disarm.

  • Chests = Interact to move to and attempt to open or unlock.

  • Standing place = An area designated where the player character can stand. Useful for navigating the room to avoid traps or enemies.

  • Loose resources / items = Objects in the environment that can be put into the player characters inventory at no cost to stamina.

  • Exit Key = An object in the environment that appears in one room of each dungeon floor. Needed to leave the dungeon. Costs no stamina to acquire.

  • Floor Exit = Interact to move and leave the dungeon floor. An exit key is required to interact.

Player Character Movement in Rooms and Interceptions

When the player clicks on a object and makes the player character move to it, the character on screen tries to move to it in a straight path.

The stamina cost for the movement is only paid once the player character has reached the destination.

Movement can’t be cancelled once it’s been committed to.

If there’s a enemy or trap detection radius that intersects the path then the player character is “Intercepted”

Interception redirects the player instantly into the trap or enemy engagement. Canceling the prior movement command and starting the new engagement.

How to avoid Interceptions

Players can avoid interceptions through either:

  • Using standing places to move around the detection radius of the trap or enemy.

  • Engaging the Enemies to Battle and Engaging the traps to disarm them.

Moving from room to room

In the dungeon floor only one room can be seen at a time. The room the player character is in.

To move to an adjacent room, the player needs to select the appropriate door.

  • Moving to a new, unrevealed room costs stamina.

  • Moving to a previously explored room doesn’t cost stamina.

Once the player character has moved to the appropriate door. The room to room transition animation plays where:

  1. The current room fades to black.

  2. The camera moves to the next room.

  3. The contents of the room are revealed to the player.

After the transition completes the player can interact with the objections in this new room.

Concept Art

 

Dungeon Floor Thumbnail Sketch