progression

Change Log

  • References to a “run” have been replaced with the term “run”.

Save File Logic

This game should autosave a run’s progress after a room is selected on the District Map.

  • Quitting the game mid-run and then reloading the saved run should send the player to the next room as if we just entered it (i.e. after the district map has transitioned out). This still allows players to save scum to alter the outcome of a room, but prevents them from going back on their choice of room if they regret picking it.

This game should support multiple save slots.

  • The current plan is to have 3.
  • When the game is opened for the first time, and no save data is detected, the game should automatically create a save file in slot 1 and set it as the active file.
  • Save files will be changeable in the settings menu. (This is because it’s a feature most players won’t need, but the hardcore players will appreciate it and won’t mind jumping into settings to switch files.)

Save File Contents

This is an outline of all the data that needs to be saved in a save file.

Unlockables

  • For each playable character:
    • Whether that character is unlocked
    • Which passives the character has unlocked
    • Which abilities the character has unlocked
    • The last loadout used with this character
    • Total attempted, successful, failed, and abandoned runs with this character
  • If Difficulty Modifiers are unlocked
  • The current maximum Challenge Rating (see Challenge Rating)

Current Run State

All of the data required to return to a run from the start of a room.

Run History

A log of every finished run (not abandoned) the player has attempted, maxxing out at whatever number the Programming team deems necessary to avoid bloating a hard drive.

Statistics

These are shown on the Collection Menu.

  • Total play time (seconds)
  • Total attempted runs
  • Total successful runs
  • Total failed runs
  • Total abandoned runs
  • Highest Difficulty Score a run has been cleared with
  • In one turn, by all party members collectively:
    • Most damage dealt in one turn
    • Most damage taken in one turn
    • Most healing received in one turn
  • Most damage dealt with one ability use
  • Achievements attained