Tuesday, 23 August 2016

Level Redesign (sightlines focus)







Survey Questions For supercrit

Playtesting Questions

1. Do you play games (player skill)

2. To what extent did you feel you were in control of the outcome of the game? (balance, risk­reward)

3. What was your strategy? (understanding, goals)

4. Did anything hold you back from seeing your strategy through? (problem points)

5. What would you like to see more of? (I liked)

6. What would you like to see less of? (I hated)  

Thursday, 18 August 2016

Player Class Iterations

Survivor
Inspired by Lymphocyte
Also known as the T-cells and B-cells, they adapt to new invaders and work together to eliminate the threat. Highly versatile, they form the adaptive immune system so we become immune to things after we get better.

Fighter
Inspired by monocyte
Also known as macrophages, these large massive cells eat in-vaders. Their large size allows them to defend the body from more invaders compared to other cells.

Roamer
Inspired by Neutrophil
They are the first to enter breaches. In the human body they are highly mobile and can enter areas other cells cannot. Part of our innate immunity - the immune response were born with.  



Game Mechanics Dev Doc V1

  • Player Stats:
    • Special Note:
      • Many of these stats have a BASE. This means the number that skill points modify. This is so I have the ability to adjust the BASE number to balance all entities at once, or adjust individual skill points to balance a single entity.
      • Eg. base speed = 1, skill of 3 speed modifies base by +0.3 (now 1.3)
    • Health:
      • 1 Skill point = 10 health
      • Eg. A player with health skill 4 has 40 health
      • This determines how many times the player/enemy can be hit and works directly with the attack skill of the attacker.
    • Attack
      • This determines how much health the attacker takes away from the receiver
      • 1 skill point = 10 damage
      • If an attacker has an attack of 10, then 10 health is removed from the total.
    • Defence
      • This is a modifier for the damaged received, and directly affects the attack skill of the attacker
      • 1 skill point = 5% reduction in damage taken
      • Eg. A player with a defence skill of 70, fighting an enemy with the attack skill of 3, receives 30 damage with a 35% reduction. Player now receives 19.5 damage    
    • Haste (dexterity)
      • This is the attack speed of entities, or how often they may initiate the attack animation.
      • BASE = 0.9 seconds. (standard time to complete animation sequence)
      • 1 = 180% of BASE                 2 = 160% of BASE
      • 3 = 140% of BASE 4 = 120% of BASE
      • 5 = 100% of BASE 6 = 80% of BASE
      • 7 = 60% of BASE 8 = 40% of BASE
      • 9 = 20% of BASE 10 = 0% of BASE (nothing has this)
      • Eg. base animation time is 0.9 seconds, A player with a Haste skill of 3 completes the animation at 140% of the base time (now 1.26 seconds)
    • Speed (mobility)
      • This is the speed at which entities move about the map, it also affects the sprinting length and jumping height.
      • BASE speed = 1 (enemy’s speed)
      • Since the player must move relative to the enemy, the enemy always moves at BASE speed
      • Each skill point adds +0.1 to the BASE speed
      • Eg A player with speed skill 4, travels at 1.4x BASE speed
    • Jump Height
      • Affects the height at which the player may jump
      • 1 skill point = 1 BASE Jump height (recommended small)
      • I will be making the map with tiers of flat space, 1, 2, 3 and 4 levels high. A player cannot jump more than 1 full tier at once. Each tier is 10 times that of base in height
        • Eg. Base = 1, So a player with a speed skill of 4 may jump 4 times Base, Which is 40% of the total height of 1 tier. This allows me to make jumping shortcuts throughout the map.
    • Sprinting Length
      • Affects the length of time a player may sprint for
      • BASE = 1 Second
      • 1 skill point = 1 second
      • Eg. A player with the speed skill of 5 may sprint for 5 seconds
      • Sprinting is always 2x that of their movement speed.
        • Eg a player with speed skill 5, moves at 1.5x BASE, and may sprint for 3x BASE for 5 seconds
      • Once a player has finished sprinting, a player may not activate sprint again for 25 seconds









  • Player Classes & Enemy Stats

Entity
Health
Attack
Defence
Haste
Speed
Fighter
6
7
5
3
4
Survivor
7
4
8
3
3
Roamer
3
5
3
7
7
L. Enemy
6
2
2
4
1
N. Enemy
6
4
4
4
3
Grandma
10
5
8
2
2
  • Player Gameplay
    • Combat
      • Has health based on Health sill (see health)
      • Has a specified attack range in front of player (recommended 2 seconds worth of walking distance)
      • Does attack Damage based on attack skill (see Attack)
      • Attack may hit all enemies within range (recommended small area at max range where it is possible for all inside to take damage
      • Attack speed based on Haste skill (see Haste)
    • Movement
      • Moves at speed related to skill level (see Speed)
      • Can dodge backward, and side to side (reccomended similar distance as range of attack)
      • Can jump specified height based on speed skill (see Jump)
      • May sprint at double their final movement speed (see Sprint)
    • Spawn
      • Player Spawns at safe space (will be a specific spot for this on the map)
    • Death/Faint
      • Player has a total of 3 lives (3rd death is gameover)
      • Upon losing all health a life is lost
      • Dying (losing a life) Results in a respawn at the safe space



  • Lane Enemies Gameplay
    • Combat
      • Has health based on Health sill (see health)
      • Has a specified attack range in front of entity (recommended small, melee range)
      • Does attack Damage based on attack skill (see Attack)
      • Attack speed based on Haste skill (see Haste)
    • Movement
      • Upon spawn, always follow set path toward tower
      • If player in range, attack player
      • If player leaves range, head back to tower
      • If 3 entities are already in range, continue to tower  
      • Moves at speed related to skill level (see Speed) (always BASE)
      • May not jump
      • May not sprint
    • Spawn
      • Spawn at one of 3 predefined spaces on the map
      • Spawn at regular intervals
      • Base rate of spawn changes based on infection level (see Infection)
      • Each spawn is randomised between all 3 points (to reduce patterns)
    • Death/Faint
      • Play death animation, fade out/disappear




  • Node Enemies Gameplay
    • Combat
      • Has health based on Health skill (see health)
      • Has a specified attack range in front of entity (recommended small, melee range)
      • Does attack Damage based on attack skill (see Attack)
      • Attack speed based on Haste skill (see Haste)
    • Movement
      • Remain Idle until player in range of node point
      • Return to Idle if Player leaves range of node point
      • If player in range, attack player
      • Moves at speed related to skill level (see Speed) (always BASE)
      • May not jump
      • May not sprint
    • Spawn
      • Spawn in predefined node spaces when a node becomes infected (See nodes)
    • Death/Faint
      • Play death animation, fade out/disappear




  • Tower Gameplay
    • General
      • Takes 1 damage per entity hit
      • Recommended 250 health (250 hits)
      • Output health as a percentage on HUD
      • If heath depleted, gameover



  • Nodes
    • General
      • 5 Nodes total
      • Located at predefined spaces on the map
      • Each node has range covering the nearby area
      • Number of nodes held by each team displayed on HUD
      • Node enemies spawn immediately upon infection (animation?)
    • New Game
      • Player Controls 2 Nodes
      • Enemy Controls 3 Nodes
    • Becoming Infected
      • Nodes have a chance to become infected at regular timed intervals (recommended 78s)
      • A cleared nodes have a 33% chance of becoming infected every 78s
      • Each node has its own timer
      • Timer begins/resets when a player leaves node range, creating an element of randomness to infections
      • Already infected Nodes are not considered for reinfection
      • Upon infection, display notification on screen
      • Upon clear, Display notification on screen



  • Infection Rate
    • A score system based on how many Nodes the player controls
      • Infection rate total = 100
      • New Game Infection rate begins at 60
      • If the player owns more, score increase
      • If the enemy owns more, score decrease
    • Scoring
      • Calculated by the difference between captured nodes
      • Eg. player owns 2, enemy owns 3. (2v3 is a difference of 1)
      • Score is updated every 2 seconds
      • add/subtract the points difference from infection rate
        • Eg. player owns 2 and enemy owns 3. Count is 2v3 with a difference of 1 in enemy favor. Every 2 seconds score updates with -1 score
    • Spawn Rate Increase/decrease
      • Infection score directly affects spawn rate
      • Every 1 point (out of 100) is equal to 0.10 seconds.
      • Spawn rate is calculated by the score the player does not have
        • Eg. The current infection Rate is 55/100. This means the player has 55 points, and the enemy has 45 points. The spawn rate is 0.10 seconds x the enemies points. In this case the spawn rate becomes 4.5 seconds, So every 4.5 seconds a lane enemy is spawned