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Game Design Document β€” Project Hades

Engine: Roblox Genre: Isometric Roguelike / Action Perspective: Fixed isometric (top-down) Inspiration: Hades (Supergiant Games) Internal Codename: Project Hades Status: In Development


Table of Contents

  1. Game Overview
  2. Core Design Pillars
  3. Gameplay Loop
  4. Player Systems
  5. Combat
  6. Magic System
  7. Relic System
  8. Enemy Design
  9. Build System
  10. Room & Dungeon Structure
  11. Progression & Data
  12. UI & Feedback
  13. Multiplayer
  14. Planned / Stub Systems

1. Game Overview

Project Hades is a co-op isometric roguelike on Roblox. Players clear rooms of zombies and supernatural enemies using a combination of weapons, magic spells, and passive relics that stack into powerful synergistic builds β€” inspired directly by Hades's boon system. Each run rewards players with relics from defeated rooms; no two runs feel identical.

The game blends:

  • Roguelike itemization (stackable relics with set bonuses)
  • Action combat (directional dodges, melee combos, ranged weapons)
  • Tower defense layer (placeable barricades, spike traps, turrets)
  • Anime-inspired spectacle (Jujutsu Kaisen–themed legendary abilities with cutscenes)

2. Core Design Pillars

2.1 Every Run Feels Different

Relics are the heart of the game. With 22+ relics, each stackable up to 3–5 times, and set bonuses that unlock at max stacks, players build completely different characters across runs. A run might focus on crit-stacking with Silver Ninja Stars, sustain tanking with Cheeseburger + Riot Shield, or burst mana cycling with Korblox Spell Book + Overcharged aura.

2.2 Moment-to-Moment Combat Is Expressive

Combat is not just "click enemy." The dodge system rewards timing (Perfect Dodge mechanic), weapons have multi-hit combos with precise hitbox windows, and magic abilities have meaningful cooldowns and positioning requirements. Players must choose when to commit to an attack and when to evade.

2.3 Risk / Reward Escalation

Each cleared room presents a relic machine (vending machine) offering new relics. Players spend coins earned from combat to acquire them. Building out toward a set bonus is a risk β€” spending coins on stacks of one relic means forgoing others.

2.4 Cooperative, Not Competitive

Enemy HP scales with player count. Shared room-clear rewards (relic machines appear at each player's position). The build system is per-player (barricades, traps, turrets are owned by the builder). Assists count toward progression statistics.


3. Gameplay Loop

Spawn β†’ Clear Room β†’ Collect Drops (coins/mana) β†’ Relic Machine Appears
  β†’ Purchase Relic β†’ Next Room β†’ (repeat)
      ↓
  Dungeon Event (e.g. Merchant Shop)
      ↓
  Boss Room β†’ Run Complete β†’ Persistent Progression (EXP, unlocks)

3.1 In-Room Loop

  1. Players enter a room; the RoomService registers their ActiveRoom attribute and fires entry bonuses (Pot of Gold coin grant, Teddy Bloxpin heal).
  2. Zombies spawn continuously up to a per-player cap (MAX_ZOMBIE_COUNT_PER_PLAYER = 6). Spawn locations are chosen within 60 studs of a random player.
  3. Players fight using weapons, magic, and buildables.
  4. When all zombies are eliminated, a relic machine drops at each player's position.
  5. Players spend coins to buy relics, then move to the next room.

3.2 Dungeon Events (Between Rooms)

After certain rooms, a dungeon event triggers:

  • Merchant Shop (implemented) β€” Offers 5 relics per player for purchase via ProximityPrompt teleport.
  • Treasure Hunt (planned)
  • Wheel of Fortune (planned)
  • Corrupted Mobs (planned)

4. Player Systems

4.1 Base Stats

Stat Default Value
Max HP 100 (expandable via relics)
Walk Speed 18 studs/s
Jump Power 0 (no jumping; isometric)
Jetpack Speed 27 studs/s
Max Mana 100 (expandable via relics)
Crit Chance 5%
Crit Multiplier 1.5x

4.2 Currency

Currency Earned By Spent On
Coins Killing enemies, room entry (Pot of Gold relic) Relics, builds
Gems Meta-progression (shop/unlock purchases) Cosmetics, unlocks
Tickets Dragon Lantern relic (+50% gain) TBD

Starting coins: 100. Starting gems: 25.

4.3 Inventory Slots

Slot Key Content
Primary Weapon 1 Melee or ranged
Secondary Weapon 2 Melee or ranged
Magic Slot A 3 Spell
Magic Slot B 4 Spell
Build B Barricade / Trap / Turret

4.4 Dodge

  • 2 dodge charges, each recharging in 3 seconds.
  • Directional: 8-way relative to the camera.
  • Distance: 15 studs over 0.25 seconds.
  • Grants invulnerability frames during the roll (AfterImage visual).
  • Perfect Dodge: If a zombie attack lands during the dodge window, the Experimental Jetpack relic effect triggers (launch into the air), and "Perfect Dodge!" text displays to the player.

4.5 Status Conditions

Condition Source Effect
Burn Fire Blast magic 5 ticks over 5 seconds: clamp(maxHP Γ— 2.5%, 1, level Γ— 25) per tick
Slowed Aura system Reduced walk speed

5. Combat

5.1 Server Authority

All damage is calculated server-side (DamageService). The client fires requests; the server validates, applies modifiers, and replicates results. This prevents exploit-driven one-shots.

5.2 Melee Weapons

All melee weapons use a 3-hit combo system with per-hit hitbox delay, animation delay, and VFX timing.

Weapon Type Rarity Damage Range Walk Speed
Wooden Bat Sword Uncommon 35–40 12.5
Dragonbone Katana Sword Uncommon 45–55 12.5
Jujutsu Cleaver Sword Uncommon 45–55 12.5
Samehada Greatsword Greatsword Uncommon 80–100 10.5

Hitboxes use RaycastHitbox (sweep-based), ensuring accurate collision even at high frame variance.

Enchantments: None, Looter (additional enchantments planned).

5.3 Ranged Weapons

Projectiles are simulated with the ProjectileCast library (ballistic, gravity-affected).

Weapon Rarity Damage Fire Rate Ammo Reload
Ruger SR9 (pistol) Uncommon 30–40 0.30s 20 1.5s
MP5K (SMG) Rare 40–50 0.175s 45 2.5s
AK-47 Epic 50–60 0.20s 80 2.5s

5.4 Damage Modifiers (Applied in Order)

  1. Base weapon damage (random in damage range)
  2. scalarMultiplier (item level scaling)
  3. Relic modifiers (Linked Sword, Murder Knife, Phoenix Bow, Hyperlaser Gun, Fluffy Unicorn)
  4. Aura modifiers (Frenzy, Overcharged)
  5. Critical hit roll (5% base + relic bonuses)
  6. On-hit procs (Portable Justice / Jail, Volleyball, Trick Or Trap pumpkin drop)

5.5 Critical Hits

  • Default: 5% chance, 1.5Γ— multiplier.
  • Silver Ninja Star adds +10% crit chance per stack.
  • At 5 stacks of Silver Ninja Star: additional +25% crit damage multiplier.

5.6 Ragdoll

Heavy hits and certain relics/spells can ragdoll enemies and players:

  • Applied with a BodyVelocity knockback of 25 units.
  • Auto-recovers after 2 seconds.
  • Players with 5Γ— Riot Shield are immune to ragdoll.
  • Players in super armor (Domain Expansion) are immune during ability duration.

6. Magic System

6.1 Overview

Players equip up to 2 spells (keys 3 and 4). Spells are cast in the direction of the mouse cursor. Each spell has its own cooldown, mana cost, and damage type.

Mana regenerates passively and via the Korblox Spell Book relic (weapon hits restore mana). The Overcharged aura procs when mana is full with that relic equipped.

6.2 Spell Roster

Spell Rarity Type Damage Cooldown Special
Wind Bomb Common Melee AOE 100–125 12s Knockback 350, ragdolls
Fire Blast Rare Ranged projectile 125–150 12s Applies Burn status
Lightning Shatter Epic AOE burst 50–60 Γ—3 5s 3 sequential hitboxes
Divergent Fist Rare Melee thrust 150–175 3s JJK-themed
Hollow Purple Epic Ranged beam 200–250 4s Long range, step-cast
Domain Expansion Legendary AOE field 15–25 35s 6.5s duration, super armor, cutscene
Susanoo Armor Legendary Aura summon 25–35 45s 25s lifetime, attacks every 3s, cutscene

6.3 Legendary Ability Cutscenes

Domain Expansion and Susanoo Armor trigger client-side cutscenes (camera transitions, animation sequences) before the ability activates, creating a cinematic moment in the midst of combat.

6.4 Relic-Triggered Magic (Internal)

These are not player-equipped spells β€” they fire automatically from relic procs:

Source Relic Triggered Ability
Trick Or Trap Pumpkin Explosion / Big Pumpkin Explosion on enemy death
Summer Fireworks Periodic AOE fireworks projectiles
Ghost Dragon Periodic % max HP damage to nearby enemies

7. Relic System

Relics are the roguelike's core identity β€” passive items that stack and combine into powerful builds.

7.1 Acquisition

  • Dropped by Relic Machines (vending machines) that appear at each player's position after clearing all zombies in a room.
  • Offered by the Merchant Shop dungeon event (5 relics per player).
  • Purchased with Coins.

7.2 Stacking Rules

Rarity Max Stacks
Rare 5
Epic 3
Unique 1

A player is only offered relics that still have available stacks (their pool excludes fully-stacked relics).

7.3 Rare Relics

Relic Effect per Stack Set Bonus (max stacks)
Bloxy Cola -10% magic cooldown TBD
Cheeseburger +25 max HP TBD
Teddy Bloxpin +3% max HP heal on room entry TBD
Fluffy Unicorn +10% damage vs Minibosses/Bosses TBD
Gear Recycler +10% mana orb drop chance Spellburst aura on mana orb pickup
Phoenix Bow +15% damage to distant targets TBD
Wizard Orb +20% magic damage TBD
Hyperlaser Gun +10% damage when above 85% HP Damage bonus threshold drops to 65%
Linked Sword +10% weapon damage Frenzy aura on kill/assist
Murder Knife +20% damage to nearby enemies TBD
Pot Of Gold +25 coins on room entry TBD
Riot Shield +10% damage reduction Ragdoll immunity
Silver Ninja Star +10% crit chance +25% additional crit multiplier
Starblox Latte +25 max mana TBD

7.4 Epic Relics

Relic Effect per Stack Set Bonus (max stacks)
Experimental Jetpack Jetpack on Perfect Dodge TBD
Korblox Spell Book Weapon hits restore mana; Overcharged aura at full mana TBD
Dragon Lantern +50% coins and tickets gained TBD
Portable Justice Chance to Jail enemies on weapon hit TBD
Summer Fireworks Periodic fireworks AOE projectiles TBD
Trick Or Trap Enemies drop explosive pumpkins on death TBD
Volleyball Every 3rd weapon hit fires a Volleyball projectile TBD
Ghost Dragon Periodic % max HP damage to nearby enemies TBD

7.5 Auras (Active Buffs)

Auras are temporary, visually distinct buff states triggered by relic set bonuses or in-game actions.

Aura Trigger Duration Effect
Frenzy Linked Sword Γ—5 β€” kill or assist 10s Damage boost (via DamageService modifier)
Spellburst Gear Recycler Γ—5 β€” mana orb pickup 10s Magic damage boost
Overcharged Korblox Spell Book Γ—3 β€” full mana Until mana depleted Magic power enhanced
Slowed Various enemy/status effects Variable Walk speed reduced

8. Enemy Design

8.1 Enemy Type Hierarchy

Normal β†’ Elite β†’ Miniboss β†’ Boss

Miniboss and Boss types are defined in the enum system but not yet implemented as live enemy variants.

8.2 Current Enemy Roster

Enemy Type Base HP HP per Additional Player Damage Range Special
Walker Normal 100 +1500 5 8 studs Standard pathing
PotHead Normal 200 +2000 5 8 studs Standard pathing
Robombie Elite 5000 +1000 5 15 studs Can ragdoll players

8.3 AI Behavior

  • Pathfinding via Roblox PathfindingService.
  • Targets both players and buildables (barricades, turrets, traps).
  • Custom hitbox functions prevent server-side hit registration abuse.
  • Enemies drop coins and EXP on death via the LootPlan weighted loot system.
  • Death triggers drop rolls: 10% chance of a healing orb, remaining split between coins and mana orbs.

8.4 Spawn Rules

  • Spawn cap: 6 zombies per player simultaneously.
  • Spawn location: within 60 studs of a randomly selected player.
  • When all zombies are dead: relic machines drop for each player.

9. Build System

The build system adds a tower defense layer to combat. Players toggle build mode with B.

9.1 Buildables

Build Cost Max Owned Max HP Function
Barricade 500 coins 4 25 HP Blocks zombie pathfinding routes, repairable
Spike Trap 750 coins 3 50 HP Deals 50 base damage on trigger, multi-trigger
Turret 1,000 coins 2 25 HP Auto-targets and shoots nearby zombies

9.2 Placement

  • Build mode shows a grid overlay. Player's own builds are highlighted.
  • Placement is server-validated (collision checks prevent overlapping or illegal placements).
  • Each build stores an OwnerId attribute (per-player ownership).
  • Zombie AI detects buildables as valid targets.

9.3 Build Persistence

Build levels load from player data on join (DataTemplate). Players can invest in builds across sessions (planned upgrade path).


10. Room & Dungeon Structure

10.1 Room Types

Type Description
None Transitional / lobby space
Standard Regular zombie-clearing room
Miniboss Features a Miniboss enemy (planned)
Boss End-of-dungeon boss encounter (planned)

10.2 Room Entry Effects

On entering a room, the following fire immediately:

  • Pot of Gold relic: grants bonus coins per stack.
  • Teddy Bloxpin relic: heals % max HP per stack.

10.3 Workspace Layout

The game world uses a structured folder hierarchy:

workspace/
  Map/
    Buildings/        -- Environmental structures
    Buildables/       -- Player-placed buildables
    RelicMachines/    -- Post-room relic vendors
    Events/           -- Dungeon event zones
    SpawnLocations/   -- Zombie spawn points
  Boundaries/         -- Map edge colliders
  Walls/              -- Transparent-on-approach walls
  Terrain/            -- Roblox terrain
  MagicSpells/        -- Active spell instances
  IgnoreInstances/
    Zombies/          -- Live zombie models

10.4 Camera

The game uses a fixed isometric camera (not the default Roblox follow cam) implemented via a custom IsometricCamera library. Jump power is set to 0 β€” no jumping; the camera framing would break. The camera supports shake (CameraShaker) on hits and magic casts.

Walls and buildings between the camera and the player auto-become transparent (WallsTransparencyController, BuildingTransparencyController) to keep the player visible at all times.


11. Progression & Data

11.1 Per-Run Tracking

Stat Tracked
Kills + Assists Yes
Elite kills Yes
Miniboss kills Yes
Boss kills Yes
Deaths Yes
Coins collected Yes

11.2 Persistent Data (ProfileService / DataStore)

Field Type Default
Coins int 100
Gems int 25
Tickets int 0
CurrentExp int 0
TotalExp int 100
Level int 1
Builds table {}
Weapon inventory table {}
Magic inventory table {}
Pets table {}
Cosmetics table {}
Missions table {}

DataStore key: TestData-098 (test key; must change before production launch).

11.3 Item Schema

Each weapon/magic item stores:

  • name β€” item identifier
  • level β€” item upgrade level
  • equipSlot β€” which slot it occupies
  • scalarMultiplier β€” damage scaling factor
  • enchantment (weapons only) β€” e.g., Looter

12. UI & Feedback

All UI is built with React (Lua port) + ReactRoblox, managed via Knit controllers.

12.1 HUD Elements

Element Description
Player Vitals HP bar and mana bar (ValueBar component)
Relic Interface Currently held relics with stack counts (top-level HUD)
Build Toolbar Buildable selection in build mode
Mobile Action Buttons On-screen dodge and action buttons for mobile
Preload Screen Loading screen before gameplay begins

12.2 Feedback Systems

System Trigger Output
Damage Indicators Enemy or player takes damage Floating number at hit location
Text Indicators Status events (Perfect Dodge!, Burned!, etc.) Billboard text
Drop Indicators Pickup spawns 3D icon showing pickup type
User Notifications System events (room clear, event starts) Toast notification
Camera Shake Taking damage, casting magic Screen trauma shake
AfterImage Dodging Ghost trail on character

12.3 Mobile Support

The InputPlatformController detects the platform (PC vs mobile). Mobile players get on-screen action buttons. Certain spells have uniqueMobileIndicator flags for touch-compatible targeting UI.


13. Multiplayer

  • Co-op focused; all players share the same room and fight together.
  • Enemy HP scales linearly with player count.
  • Relic machines spawn at each individual player's position (no competition for drops).
  • Build system is per-player (no sharing or griefing of others' structures).
  • Round stats (kills, assists) are tracked per-player for post-run screens.
  • All server-side; no peer-to-peer. Authority lives entirely on the server.

14. Planned / Stub Systems

The following systems have enum definitions, collision groups, or partial service stubs indicating planned but unimplemented content:

14.1 Enemy Types

  • Miniboss β€” enum defined, no data or AI implemented yet.
  • Boss β€” enum defined, no data or AI implemented yet.
  • PotHead β€” data exists, not yet registered in the spawn service.

14.2 Dungeon Events

  • Treasure Hunt β€” enum defined, not implemented.
  • Wheel of Fortune β€” enum defined, not implemented.
  • Corrupted Mobs β€” enum defined, not implemented.

14.3 Build Upgrades

  • Build levels are stored in DataTemplate. An upgrade system is implied but not yet wired up.

14.4 Escort Missions

  • EscortObject collision group defined in the collision setup. Suggests a future escort mission room type.

14.5 Lobby System

  • A separate Lobby place (lobby.project.json) exists with Places/Lobby/ scripts but minimal content. Planned as a hub between runs.

14.6 Cosmetics & Pets

  • Both Pets and Cosmetics fields exist in the DataTemplate, no system implemented yet.

14.7 Missions

  • Missions field in DataTemplate; no mission service exists yet.

14.8 Twitter Codes

  • TwitterCodes field in DataTemplate; code redemption service not implemented.

14.9 Relic Set Bonuses (Partially Implemented)

Many relic set bonuses are described but their callback logic hasn't been connected. Priority completions:

  • Bloxy Cola Γ— 5 bonus
  • Cheeseburger Γ— 5 bonus
  • Fluffy Unicorn Γ— 5 bonus
  • Pot of Gold Γ— 5 bonus
  • Wizard Orb Γ— 5 bonus
  • Dragon Lantern Γ— 3 bonus
  • Portable Justice Γ— 3 bonus
  • Summer Fireworks Γ— 3 bonus
  • Trick Or Trap Γ— 3 bonus
  • Ghost Dragon Γ— 3 bonus

Document generated from codebase analysis β€” April 2026.

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Mono repo for a upcoming super duper secret project 😎

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