- Dungeon Bosses
 
- Players will need to adapt to different gameplay styles on the fly throughout their progress in the game. For example, the player will traverse a dungeon in a rougue hack n slash style of gameplay and then when they reach the final boss of the dungeon the fight become a turnbased rpg style. Another example would be the player travels through a gauntlet of enemies in a galaga style of gameplay and then the final boss would be similar to a mega man boss. Truly a game with multiple callbacks to various retro gameplay styles
 
(1 level of the 3 originally planned were made due to time constraints)
- dungeon crawler, rpg, etc.
 
- anybody looking to kill time
 
- Windows Operating System for the game build
 - Web build version (if there is extra time to look into)
 - Godot Game Enigne for Development
 
- Each "Dugeon" can have its own style (discussed with team)
 - Gameplay would probably be level selection oriented from a ui menu or the player picks a door to go through in a hub world.
 - Player is a type of traveller that corrects worlds that have gone too far down the wrong path
 
- Programmer: Edward Cruz, placeholder, etc.
 - Level Design: Darren Zemanek
 - Sound Design: Pablo
 - Art: Lewis Christie
 - QA: Edward Cruz, Darren Zemanek, Pablo Garcia, Lewis Christie, and many others who were not part of the class.
 
- Inspirations from the team
 - In game locales will be based off of these inspirations
 - (This should ensure people on the team are interesested to work on at least a portion of the game)
 
- I would like to keep it as simple and vague as possible
 - since the plan is for 3 full levels with dugeon and boss in each, im thinking of having story beats sprinkled at certain sections where gameplay is at a minimum.
 
- (intro before the player does anything)
 - (some excerpt of info on a world at each door in the hub when a player is choosing to go through a door)
 - (some dialouge or explanation of what needs to be done at the beginning of a dugeon)
 - (before or after a boss fight in a dugeon)
 - (after the player comes back from a dugeon to the hub world)
 
- The Player
 - The player will have a companion that will explain things to the player (dont know what form it will take yet)
 - Each Boss will be considered a character since they will have dialouge lines
 - Maybe an npc for shop items (if needed)
 
- PlayerController (needed for every gameplay style)
 - AI Controller (one specific for every boss and enemies)
 - Object Specs (interactions, collsions, etc.)
 
- Tutorial Area / World Hub (scratched)
 - Level 1 / First Dungeon
- Side scroller gameplay, player will have a shotgun
 - Boss room at the end of the level.
 
 - Level 2 / Second Dungeon (scratched)
 - Level 3 / Third Dungeon (scratched)
 - Anything else can decided at a later date.
 
- Art, at the artist's direction, will decide on specs so that everyone can work with expectations on asset specs in mind.
 - Sound, would be prefered if 1 person worked on this entirely, if not then sound design will be left for last on priority list.