- 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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