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Michael Smith edited this page Oct 20, 2013 · 1 revision

Combat (move to game mechanics)

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.

Action Queue, Turn Based Combat

  • 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)

Attacks/Defenses:

  • make sure to work with your squad to make efficient maneuvers against opponents

  • separate a focus-pool between 'attack', 'defense', 'counter'

  • allocate willpower and energy pts to special attacks

    • supplement them with focus-pool additions

Willpower:

  • You only have so much willpower to aid you in combat, use it wisely

Natural Energy

  • 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

General Overhead Map

View similar to pokemon gameboy or classic zelda games

Animation:

  • 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
  • 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

Magic:

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

Spell Categories:

Physical: Strenth Dexterity Resist Forsee

Force Attack Energy Trap Predict Empower Cloak (fire,lightning Primary Goal

  • Fast, iterative releases.

  • Get things to work.

  • Build a rich game over time.

Required Components

CraftyJS

[CRAFTY.md]

Mapping:

  • 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

Person model

  • attributes:
    • strenth
    • dexterity
    • intelligence
    • willpower
  • gear:
    • unlimited bag
  • equipped items:
    • weapon
    • armour

Control Panel:

  • below the map
  • allows action/item handling

music:

  • ask for a low key theme # low/frequent
  • ask for a combat theme # medium/occasionally
  • ask for a key scene theme # high/rarely

Engine:

  • 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

Turn Based == Restful

  • dont worry about real time
  • dont worry about default actions

Scripting format for interactions

  • with a supporting AI for combat

Plot

  • survive, band together
  • resist The Church
  • seek Hermits for training
    • not all are friendly
  • follow your conviction

Combat

  • 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
  • give details combat analysis

Radial mechanics

  • 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;
  • distance:
    • number of squares away, 0 is self
  • strength:
    • damage modifier
  • scope:
    • how many blocks, around the casters square, are affected

Magic

  • willpower pool
  • natural energy + flows
  • limited spells, attack, defense
spells
  • 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

Commitments

  • choose a 'commitment' (mission) at the start
  • when you accomplish it
    • select a permanent commitment
    • select a new mission commitment