Sunday, January 19, 2020

Oneiro - a nightmarish roguelite

I want to take a post and introduce to any new readers to my pride and joy, Oneiro.


-About-

Oneiro revolves around the 4 natural stages in a sleep cycle, as shown in the picture below. These are 3 Non-Rapid Eye Movement stages, and then the final REM stage.

Image result for sleep cycle stages

In this image above, there is no mention of dreaming occuring in the NREM stages, but I did some research, and scientists have been able to find some evidence that we can dream in these stages, and so I made a game out of this.

Oneiro tells the story of a town plagued with a curse that causes everybody in the town to dream up of similar nightmares every night. The player takes control in these nightmares, and must explore labyrinths to get to the cause of these nightmares, and defeat it once and for all.





-Core Gameplay-

  • The player begins the main game by going to sleep in his bed
  • The player will find themselves in a randomly generated labyrinth, with enemies, treasures, and weapons. By speaking to towns people before the dream, you can learn that the labyrinth as a whole is supported by a core. This core rests at the peak of the labyrinth, and taking that core away will cause the labyrinth to diminish, and drop you and everything else in the labyrinth into the boss arena.
  • Once defeating the boss, the player will dream up of a more intense labyrinth, different enemies, different items and weapons to discover, and different generation as a whole. These changes will really impact the variety in the labyrinths.
  • When the player reaches the Rapid Eye Movement stage, that will be shown through the aggression of the final boss, "Terror".

This is the planned core loop, and I'm working hard to achieve it.

-Weapons, Items, Enemies, Labyrinths-

When explaining the gameplay above, I said stuff like weapons, items, enemies, and "labyrinths", but what do I mean by all that?
  • Procedural Generated Labyrinths
    • Labyrinths are the location in which the majority of the game takes place. They are generated and simulated as your player "dreams". The labyrinth is generated around the player, and generates itself in all directions, and the further away from the center you get, the more dangerous foes will appear.
    • In addition to being generated, the walls and ceilings are all destructible. You can attack a wall, and cause a ceiling to collapse onto an enemy, dealing a ton of damage, or even use the ceiling as a ramp to access the roof of the labyrinth.
  • Items
    • Items can be found throughout the labyrinth treasure chests, or dropped by enemies. Oneiro features unlimited item stacking as a way to encourage players to loot all the chests they find, and to feel progressively powerful the more they do so. A good example of this is an item called Magical Lamp, which grants you an extra jump in midair. However, if you find a second one, you'll end up having 3 total jumps, including your grounded jump. This item stacking mechanic works with every single item, and allows for some bizarre combinations for the player to discover.
  • Enemies
    • Enemies are split among 4 sub types of enemies; Normal, Elite, Miniboss, and Boss. Normal enemies will spawn in the main area of the labyrinth, while the Elite enemies spawn in special places, such as Weapon Chambers to test the player. The miniboss is summoned through activating special glyphs that are generated around the Labyrinth. Finally, the boss is spawned with the Labyrinth. If you really want to, you can fight him the instant you dream up of the Labyrinth.
  • Weapons
    • Weapons, like the enemies, are split among 4 sub types; Swords, Hammers, Spears, and Karambits. Each of these types have their benefits and drawbacks, so the player has to decide on which one fits their playstyle the best. 
      • Swords are the most "average" type of weapon; Decent range, and decent power, and a combo of 3 hits. Their secondary attack is a 2 hit move that can paralyze enemies and stop them in their tracks, leaving them wide open and defenseless.
      • Hammers have an emphasis on damage. They're range is typically slightly worse than swords, and their combo only includes 2 hits, and slow hits at that. Hammers make up for these drawbacks by packing a lot of power behind each swing. Their secondary attack is a 2 hit move that launches the enemies sky-high, and follows through with a slam to the ground causing a shockwave to destroy surrounding environment and push enemies.
      • Spears emphasize safety over power by providing the player with long reaching, and consecutive attacks. They are lackluster in regards to damage, though are quick to attack to make up for this. Their secondary attack is throwing the spear to impale it in enemies and walls alike. Impaling the spear in the wall will allow it to be used as a platform if you need a little extra height.
      • Karambits have an aggressive feel to them. They are ranked as the quickest attacking weapon type in the game, and are paired up with a normal 6 hit combo. They're damage output is quite high, but they are the shortest reaching weapon, meaning you have to run right up to the enemy to do any significant damage. Their secondary attack is a counter, and if landed successfully, will allow the player to teleport next to the enemy and perform a quick stab that they can link into the normal 6 hit combo.

Screenshots:




That covers just about everything about the game at the base level, so keep an eye out for these updates if this interests you.
You can find some links off to the side of the blog that can lead you to the game page, and other important pages.

-Ryan, ZSG

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