RIT Idle Documentation

Concept

This is an idle game where you play as a RIT freshman majoring in GDD. You “enroll in” classes (levels) to do exercises (enemies) of different levels, gain experience and tiger spirit. To beat the game, you must finish all your bachelor classes.

Genre

Idle, Adventure, RPG

Platform

Desktop web. 1600x900

Story

The idea is to enjoy the gameplay, so no story included.

Aesthetics

Pixel and simplistic arts (simple shapes)

Gameplay

The only control needed is the Left Mouse Button. The player makes decisions on which class to take (one at a time), which ability to practice and different classes benefit from different abilities. They can purchase ability upgrades as a multiplier on the ability value with tiger spirit. Higher levels unlock more powerful upgrades and more demanding (also more rewarding) classes. Each class has a problem-solving speed cap, restricting the max gain from a certain ability.
At a certain point of the game, the player will unlock “déjà vu”, which can restart the journey with a boosting factor based on their total exp earned. Engaging in the game gives extra rewards but the player can literally “idle” through the game. Going offline also gives rewards based on time.

Mockups

Game basic interface
Game basic interface
Game main menu mockup
Game main menu mockup

Final Work Screenshots

Implemented game interface
Implemented game interface
Offline rewards
Offline rewards

Project Process

I spent around 40 hours on this project while my time schedule is quite tight this semester (perhaps the same for others), but my efforts paid off. I had this idea because I've always loved idle games. NGU Idle, Trimps, Melvor Idle, or some good old others...
So I planned out the gameplay first, which is the focus of an idle game. A game of such genre can have simple graphics, no sounds and even poor instructions, but musn't no fun. Then, I made the general layout - where the sections should be, and there must be a nav bar... Later, I step by step coded corresponding classes and add visuals.
New ideas bumped out as I was working so I was able to detail each aspect. In the order of attributes - save/load(IO) - classes - upgrades - info board - combat scene (popups) - pause - reincarnation, I had an uneasy but clear path. Finally, when the game is at the status of playable, I improved the feedback prompts so they won't be misleading or confusing. The visuals have been progressly built up because I had enough time to look at it. I feel good about this experience. Honestly, I enjoy this game.

Sources

Travis' and Sten's photos
Travis RIT        Sten RIT
HumbleBundle SFX Assets (paid)
Hard to cite because they always take expired bundles off the shelves.
Images
I drew the combat window background according to the PokeMon combat scene.
Upgrade images are searched through Google.

Features

Well-structured codes, reincarnation, offline reward, friendly user interface, smooth transitions, immersive visuals, enough audio feedback, snowing/raining background animation

How I Met the Requirements

Well... Really? HTML/CSS verified - valid and semantic.
Images are optimized with Photoshop and properly sized.
Sound is used. Utilized different fonts and weights.
Functionality is decent and considerate with thorough play tests - thus no JavaScript errors or exceptions.
Pleasing graphics, straightforward user interface...Easy to play and addcitive.
Works perfectly with small resolutions (not truly responsive but scales.)
A mountain of comments and follows code conventions. Blah blah blah...