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rustamserg edited this page Dec 13, 2014 · 9 revisions

Introduction

Mogate is fast simple rouge-like game taken place in fully randomly generated world. The art setting is fantasy environment. Gameplay is based on exploring dungeon levels to find out and rescue the artifact.

Story

The game is started from initial cut-scene where a stranger is stealing the artifact. The stranger opened a gate and went into it. Our player is jumping after him trying to get back stolen item. Now the player has limited time to reach to final level and find out the artifact.

Player

New game generates player's name and randomly pickup one of predefined skins. Player has the following aspects:

  • Health points
  • Few torches

Health

  • Each player actions consume some health points
  • Zombie's attack consts some health points
  • If points go down to zero the player is permanently died

Hall of Fame

If player wins the game his info is stored in the leaderboard sorted from fastest time to complete to slowest.

Dungeon

The player explores a dungeon trying to find out a stair to next level. The dungeon contains the following static parts:

  • tunnels
  • rooms
  • enter and exit ladders

The dungeon is randomly populated with zombies. Player should try to avoid meeting with zombies as much as possible otherwise they will try to chase him and eat.

The dungeon itself is a maze. Its complexity is growing from level to level.

Torch

The dungeon is covered by dark and only places where torches are placed are visible for player. Zombies are afraid of light and will try to avoid crossing a place with the put torch. Player can use torches to prevent zombies from his route.

Player cannot pickup previously put torch.

Room

The room is safe place, zombie cannot enter the room except of final boss. Room contains randomly placed chests with random loot. The loot can be as follows:

  • food to restore health points
  • torch

Zombie

Each level is randomly populated with zombie. On first levels zombies are slower than player and have small attack value. Per level all parameters are increased:

  • number of zombies
  • speed
  • attack

Movement

Zombie by default stay in patrol state lurkering in tunnels. The movement algrothim as follows:

  • look around
  • if target (torch or player) is found then pickup direction toward to him
  • advance ahead to target
  • if no target found then randomly select new direction
  • randomly pickup steps to move to choosen direction
  • make step and check if there is a target within zombie perception range

Attack

  • Zombie has attack value growing from level to level
  • Player can be randomly critically attacked in additional to zombie's attack
  • Attack is possible from adjacent cell only

Final level

  • The final level has only one big room and no exit point
  • The room contains a chest with stolen artifact inside
  • Player must open the chest and pickup the artifact. Once artifact is taken the final exit point is appeared
  • This is only one room where final zombie boss is guarding the chest
  • The boss is twice fast than player and his attack is deadly for player
  • The boss cannot be defeated but his attention can be diverted by torches
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