Design: Handing in our first write up

We’ve separated the project into four parts. Each part will be worked on by a different member of the group. I’ll be working on the map design and functionality. The other three parts include the story screen, the pause and item menu, and the battle mode. So far we have the map design and battle mode sections of the write up complete; still waiting on the story and pause menu to be completed. 

For the map section, I decided on something a little easier at first, and may be made more complex, time permitting. Will be working with nodes, each node will have a randomish chance of finding an enemy, or a smaller chance of finding a key required to get to the bosses node. Each node will also require being inspected, before the next node is available. Each node may be revisited multiple times, though once the world key is found, it will not show up again in the same world. The next world will only be available through the bosses node, which is going to have a link to the next world. In essence, it will currently be one long liked list, with a pointer to up, down, left, and right. 

Another potential with is to have an open world, that is not restricted to moving between nodes, but have nodes that will activate when passed through, and will have a chance to find an item, or an attacker. A bit of a run on sentence, but had to get it out. This might make finding the item rather irritating to find, and make the game less enjoyable. Hence the nodes for enjoyment. There may be chests, or some special areas designated to search for the item, and thus a more likely employable strategy. 

That’s my ideas on the current project, at least as far as the map goes. 

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