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GAME_MECHANICS
Michael Smith edited this page Oct 20, 2013
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1 revision
The focus of this game is to provide a deep strategy, rich, combat experience. Every character is a magic user to some degree. Combinations of a characters moves are allowed. Combinations between characters are the most devastating.
- Each character in combat has an action queue
- Actions queues are private unless a Predict skill is taken
- Action queues populate automatically with defaults
- Users insert better strategy
- There is also an initiative order
- Turns can be Fully TurnBased or Semi-Real Time (3-10 seconds per action)
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make sure to work with your squad to make efficient maneuvers against opponents
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separate a focus-pool between 'attack', 'defense', 'counter'
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allocate willpower and energy pts to special attacks
- supplement them with focus-pool additions
- You only have so much willpower to aid you in combat, use it wisely
- The world around you is like a small battery you can tap
- If you capture key energy flows on the battle field you will gain a distinct advantage
- If your opponent does you will be at a distinct disadvantage.
- Your movement, and that of your squad, is a combat meta game crucial to winning
View similar to pokemon gameboy or classic zelda games
- Comic books, manga, anime are all popular
- they are all minimally animated
- Construct a collaborative turn based video game based on a table top rpg.
- Simplistic graphics presented in comic book 'stills'
- 'stills' can be semi moving scenes
- planned character locations, effects:
- example: fireball graphic
- planned character locations, effects:
- 'stills' can be semi moving scenes
- For all 'engine' information:
- emphasis is on exposing all the statistics to the characters controller
- Detailed magic system
- Detailed combo system
- Complex, GO-like movement meta game
- people draw energy from the surrounding environment
- energy channels can be claimed/blocked/rerouted
- provides an 'energy' edge in battle
You have a willpower pool that naturally regenerates between battles and overnight.
- part of the Priests belief in prayer before bed You have a willpower reserve of hard to regenerate points
- these can be used to provide imense bursts to your current willpower pool
- regenerate with weeks of rest, or great acts in support of your commitment
Physical: Strenth Dexterity Resist Forsee
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Fast, iterative releases.
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Get things to work.
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Build a rich game over time.
[CRAFTY.md]
- 2d visualization of grid
- character heads
- trees, walls, doors, paths
- show energy flows
- show naration/story line in subtitles
- allow a movement path to be selected
- allow a movement point to be set as an action point
- attributes:
- strenth
- dexterity
- intelligence
- willpower
- gear:
- unlimited bag
- equipped items:
- weapon
- armour
- below the map
- allows action/item handling
- ask for a low key theme # low/frequent
- ask for a combat theme # medium/occasionally
- ask for a key scene theme # high/rarely
- Person class
- what attributes does a person have minimally
- what is a 'turn'
- how and where can you move
- when and what actions can you take
- dont worry about real time
- dont worry about default actions
- with a supporting AI for combat
- survive, band together
- resist The Church
- seek Hermits for training
- not all are friendly
- follow your conviction
- a persons movement is like 'snake' in the energy game
- a person sets a direction of focus for attack/defense
- range + degree of coverage are inversly proportional
- long+limited range to protect against 1 archer
- touch range for 360 degree martial arts coverage of self
- can be: protect
- a person has a general combat pool
- allocates between:
- target opponent offensively
- target opponent defensively
- protect self-or-ally offensively
- protect self-or-ally defensively
- allocates between:
- give details combat analysis
- consider a push:
- a short push could push all enemys around the caster back a few feet
- distance=1;strength=3;scope=8;
- a long push to knock over an archer
- distance=8;strength=3;scope=1;
- a mage could sheild a sword strike with their hands
- distance=0;strength=11;scope=1;
- a short push could push all enemys around the caster back a few feet
- distance:
- number of squares away, 0 is self
- strength:
- damage modifier
- scope:
- how many blocks, around the casters square, are affected
- willpower pool
- natural energy + flows
- limited spells, attack, defense
- shield # magical sheild set like view, low radius more degrees, or more wall but one direction
- protect 1 person completely or many people partially
- empower: magical damage added to weapon
- flicker: more evasive, harder to hit
- fleet: movement greatly increased
- push/pull: linear projections of willpower as force
- claim: enforce your will on the world/disrupt someone elses energy absorbtion
- land claimed by 'snake' is claimed with a strength related to duration, and distance from owner
- there has to be a straight line between owner and space owned without enemy interuption
- 'claimed' land gets a higher strength from your investment
- if you cross claimed land, you can break it, or traverse and lose connection
- choose a 'commitment' (mission) at the start
- when you accomplish it
- select a permanent commitment
- select a new mission commitment