Thursday, 18 August 2016

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

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