How is this for a start ?
Design document for Cliff and Van b Rpg experience!
App type
3D roguelike game.
Each level having an entrance and exit to the level below. Enemies get nastier as the player descends, ornaments and lights get more sinister - then maybe the last level is just an open space, with a end boss fight.
Enemys.
having tons and tons of weak enemies to kill is great fun, like swarms of bats flying around.
Design.
pixelated look.
Flat sprites for enemies like Doom.
Make it the sort of game you can pick up for a spare 10 minutes to complete a level.
Have a lot of different treasure, weapons - then randomize the drops so each game feels a bit different.
Have a lot of different items and weapon upgrades that are completely random, each game ends up differently depending on what loot you find, it really does make, what would be a repetitive game kinda unique instead.
Smashable containers, will be great fun to have random loot and treasure fly out.
I think with 8 directions it'll look pretty cool, especially if we use line of sight, so you can see enemies walk past. Personally I think I'd play this a bit stealthily, creeping round corners, and we could add a damage bonus for if the enemy isn't facing the player.
randomize the enemies, based on the players experience. Like, in each level we could have the 4 enemies, but make them increase in difficulty, so there might be 10 bats, 4 gnomes, 2 skeletons, and 1 ogre - we just mix and match the enemies, let them roam the dungeon until the start location is clear, then the player spawns. That would make things even more random - but as long as we keep the thing balanced to the players level, it should be good fun.
Having a door, as an extra object, like the barrel. Then rather than opening them, they have to be smashed open, or opened with a key, so they're just barriers really. Maybe there could be just 2 types of door - wooden smashable ones, and metal ones that need a key, and the keys needent be specific. What I'm thinking is that there could be little bonus areas behind metal doors, you need a key to open them, and inside might be a good chest. So if you find a metal door and have a key (any key), then you can open it and get the loot, otherwise you have to leave it.
Just an idea of course. When playing Binding of Isaac, the locked doors add an extra layer of strategy... like do you check what's behind the door first, hopefully get a better weapon to make the dungeon easier - or do you wait until you've killed everything and know how many keys you have to spare. If you have 2 doors, and only 1 key, then you have a gamble on which one to go for. Plus it won't be possible to go back to a previous dungeon, and the loot etc will be randomized - so that'll bite at the player as well - they'll know that there might be an epic weapon behind that door, and they simply won't ever get to see what it was
I think that'd be cool, to have to manage your keys and maybe even try and save one or two for emergencies.
There's also the option of having locked chests as well. I think keys would add an extra layer to it, and make the game a lot more interesting.
Animation.
I'm thinking that 8 directions of movement, plus idle, attack and death, with the attack animation only facing the player.
So 5 frames for a walking loop and 1 idle frame per direction, then that leaves 16 frames for attack and death - maybe add in hurt as well - how about:
5 frame walking loop X 8 directions
1 frame idle loop X 8 directions
5 frame attack anim
5 frame hurt anim
5 frame death anim
1 frame dead
Controls.
Having NES style controls .
Dont nead to be able to look up and down , Heretic and Doom etc were fine without it.
App extras.
Allowe players to design their own dungeons and share them.
Map editing.
texturing should be automatic.
Explanation.
like a standard wall, wall details, roof, and floor - then say the player goes further down a dungeon with each level, a texture get's changed. So, when you go to the next level, maybe the floor texture switches to one with more wear and tear, walls become darker and spookier - maybe ending up with a crypt texture with skulls imbedded (as is tradition).

= done

= cliff working on

= Van b working on
Work schedule.
Culling system to work on low end mobiles.

Basic map editing.

Multiple floor heights.

Multiple ceiling heights.

Basic enemy code.

Enemy scripts.

Sliding collision.

Custom gravity to work on low framerates.

Dark fog in dungeon.

Random texture types of the same one in various variations.

Nes controls.

3d sprite in 8 directions.

Basic object creation.
I will continou this list after the game with manchester united and real madrid in champions leauge
Edited ......
iam sending you the latest files that i have started to clean up so its easier for you to insert things.
z-x is strafing.
c key is attack.
arrow keys is walking and steering.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz