---
# System prepended metadata

title: projectTOWER

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{%hackmd @themes/dracula %}

A roguelite(?) game where you pick a class and explore the (currently unnamed) Tower.

## Gameplay
You will move with WASD and the character is always looking where the mouse is. With a controller it'll be twinstick (move with left stick, aim with right).

It would be apt that the gameplay is very Diablo-esque, at least with the camera and action.

Every class should have at least 2 normal abilities, maybe an ultimate one. And of course their basic attack.

There will also be a context sensitive button, unique to each class.

Every floor in the tower is randomly generated. Amount of rooms and treasure will depend on difficulty as well as how high up you are. Minibosses can appear anywhere, while real bosses appear on every X floors.

Every X floors should have a way to escape the Tower, saving your inventory and levels. There might be checkpoints where you can start in the tower, but otherwise you go from floor 1.

Death means you lose all items you had in that run, as well as your character.

## The character
For now, the character name is your save file. The first time you create your character your name is simply "[name]". Upon dying and creating a new one your name will be "[name] the #th". Every "rebirth" you get to pick between two types of bodies; type 1 (masculine), type 2(feminine).

Your character starts as a Freelancer.

## Statistics
The game should keep track of things for every character that gets tallied once you die/beat the tower. Things like:

- Total damage done
- Total damage taken
- Total healing done
- Amount of skills used
- Amount of items used
- Amount of times you escaped the tower
- ...

## Theme

The game will be 3D, using a toon-ish chibi style.

### Outside of the tower
A small cozy camp with some tents and a shop. Might get slightly bigger as you progress and find more things.

### Inside the tower
The tower should change theme every X floors. Anything from normal castle theme, victorian, sci-fi, Lovecraftian, etc.

## Game Stuff

### The start
Upon creating a save file and starting for the first time the game enters a scripted section that can be skipped if so chosen on the main menu.

It entails you, [name], entering the tower as a Freelancer where you get to explore the first 2-3 floors. A scripted event happens that incapacitates you.

You wake up in a camp close by the tower, where you have been mended by some locals. This is the hub area, and after some talking you are given freedom to play.

The Hub area lets you manage your storage space as well as your on-person inventory. You can also select your class here. At the start you only have Freelancer, Knight, Sorcerer, and Rogue.

### Mechanics

#### Item Things
Everything related to items.

##### Inventory
The character inventory can fit up to 9 things when you start out. It can be levelled up twice, adding 3 spaces every level. You can find the upgrade items inside the tower; both as enemy drops and inside chests (they cannot drop once your inventory is maxed). 

Upon death you lose every non-Eternal item you had at the time of death. This includes inventory upgrades.

##### Storage
In the hub area there is a storage chest. Every item you have on you when clearing or escaping the tower will be put here. You can also take out items and use them in your next excursion.

##### Items
The things that go into your bag. Can be assigned to the hotbar.

###### Item types
- Healing items
- Temporary buffs
- Passive/Permanent buffs
- Throwables; both damaging and debuffing
- Materials
- Quest items

###### Eternal items
Eternal items are, well, "eternal". Even if you bring them in and die, you won't lose them. They'll appear in their own category inside your storage. Has to be unlocked by progressing, completing quests, or crafted with rare materials.

#### Equipment
Equipment will be static for now. Every class has their own weapons and armor, and they level up by finding weapon/armor upgrades inside the tower. They can only appear in treasure chests.

Perhaps someday there will also be alternative weapons you can pick up for each class.

#### Levels & Experience
Experience points is gained, as one would expect, by killing things. Get enough EXP and you level up. You can also get experience by completing subquests found inside the tower.

Levels predictably affect your stats.

#### Quests & Subquests
Quests are started in the hub area and persist¹ through tower excursions and death. They are given by NPC's and give lore as well as premantent rewards such as new classes and eternal items.

Subquests on the other hand can only be found inside the tower. Either items dropped from enemies or interactables. They are simpler quests that reward you with items and experience. They can be failed if the quest has conditions. They do not persist through death.

*¹: Quest progress is saved; however if a quest required you to bring back certain items, that obviously won't count if you die since dying has you lose your inventory.*

#### The Tower
As stated, a randomly generated tower. Floors will be picked from a selection of pre-made rooms and put together into a full floor. Depending on the floor range you're currently in, as well as some randomness and some other parameters, it will decide on how many of each room appears.

##### Room types
- Treasure room
- Challenge room
- Secret room
- Miniboss room
- Empty thematic rooms
- Boss room
- Escape room
- Final room/stairwell
- ...

##### Escaping
Some floors have an Escape room in them. It's a room with a big open window that you can jump out of, escaping from the tower. There will most likely be a penalty of some kind for doing this, one that scales with amount of floors climbed.

##### Clearing floors
You clear a floor by finding the stairwell that leads to the next. Some floors might be very straight-forward, some might have a boss/mini-boss blocking, some might have a locked door that must be unlocked, some might have a quest that has to be beaten.

##### Curses
Floors can be cursed, which means that for the duration of that floor you will be affected by some kind of negative effect. This can range from the map not working to the enemies being faster. There are many curses, some worse than others.

#### Classes
The classes are the main thing about the game. There will be many and they should all be unique.

As stated before, each class has:

- A basic attack
- 2 unique abilities with cooldowns
- Potentially a charged ultimate skill
- A context button.

They currently don't have a default activation key. They will be rebindable.

The context button is generally a utility move that always can be used.

##### Class list (early, unfinished, mostly ideas)

###### Freelancer
The base class. Limited in its damage capabilities and can't take much abuse, but has the ability to slowly heal over time.
- Weapon: Longsword
- Base attack: melee swings
- Ability 1: Spinslash (spin around, hurting everything around you and knocking them away slightly)
- Ability 2: Lunge (jump forward, gaining invulnerability for a second and damage whatever is in your path)
- Ultimate: ???
- Context: Medkit (weak regen effect)

The Medkit has charges that regenerate over time; displayed by the healthbar.

###### Knight
Very high survivability with high HP, but slow.
- Weapon: Longsword & Shield
- Base attack: melee swings
- Ability 1: Heroic Slash (A wide 180 degree slash with decent damage; weak pushback)
- Ability 2: Shieldbash (Melee range; hit whatever close by for low damage, but push them back and stun them)
- Ultimate: ???
- Context: Block (can be held)

Blocking costs stamina; displayed by the healthbar. If an attack empties your stamina you'll have to wait for your stamina to recover before you can block again.

###### Sorcerer
High damage and can deal with groups well. Granted that they stay away.
- Weapon: Elemental Staff
- Base attack: elemental blasts (fast ranged attacks, low damage. Element can affect damage)
- Ability 1: Sigil of [currently unnamed God] (Smack your staff into the ground, creating a sigil on the ground. As long as you remain in it you gain a huge stat boost. Lasts for like 15 seconds)
- Ability 2: Flamethrower/Ice Nova/Thunderstrike
- - Flamethrower: Channels a medium ranged fire where you aim; constant low damage ticks and potential to burn
- - Ice Nova: A melee ranged attack that shoots out around you, dealing low damage but can freeze and slow enemies.
- - Thunderstrike: Hits wherever you aim. Powerful thunder damage. 
- Ultimate: ???
- Context: Element Change (switch between Fire/Thunder/Ice)

Ability 2 has different cooldowns for each skill. HOWEVER, they are shared. So if you use Thunderstrike, even if you switch element you must still wait its cooldown before you can use ability 2 again.
Element is displayed by the healthbar.

###### Rogue
Dies easily, but is very fast and can easily weave between enemies.
- Weapon: Daggers
- Base attack: very fast melee swings, albeit with lower damage
- Ability 1: Enpoison (Slightly increases damage by base attack, as well as gives them a chance to poison enemies for like 15 seconds)
- Ability 2: Mug (Melee range; medium damage and steals stuff)
- Ultimate: ???
- Context: Dodge Roll (Roll away, gaining invulnerability for a short time)

Dodging costs stamina; displayed by the healthbar.