Wednesday, September 30, 2009

Gameplay Mechanics: Weaponsmaster

Weaponry
The gameplay mechanics of Weaponsmaster will be based on the usage of four weapons.

Sword, Daggers, Bow and Lance.

These four weapons will each have their unique abilities and help the player in certain situations. Here's a simple table to describe the weapons.

Weapon
Speed
Damage
Hits Max
Ability
Sword
Slow
High
3
Critical Hits+
Daggers
Fast
Low
6
Movement+
Bow
Medium
Medium
3
Mini-stun
Lance
Slow
Medium
4
Blocking

Note:
Damage refers to overall damage output, considering weapon skills.
Mini-stuns will interrupt a spell being cast.
Blocking will prevent attacks from damaging the player.

Weapon Skills
Weaponsmaster will feature an energy system called "fervor". The gaining of fervor is tied into the combo system which will be described in the next section. At the cost of fervor, each weapon can cast unique weapon skills.

Skills are learned through a skill tree and learning a skill for one weapon can sometimes benefit a different skill on another weapon. These benefits are called "Weapon Harmony" and can become the basis on which skill builds can be developed.

Combo System
The combo system is a key part of the game, affecting the moves the player can perform and the score the player receives.

Combos are performed by players by consecutively performing attacks without getting hit. As the player reaches a combo multiplier of X3 or more, the player begins charging fervor. At higher combo multipliers, fervor charges quicker and thus more damage can be done through weapon skills. At a certain point a "Harmony skill" may be used that deals damage based on your current fervor and combo multiplier values.

Control Schema
What's a game without controls? For Weaponsmaster it is still a design we are thinking about. The current thought is that we will use a virtual gamepad: a d-pad and buttons for jump, attack and changing weapons while skills will be cast through touch gestures on the screen.

Character Design: Weaponsmaster

Here are some sprites for our hero in our upcoming game tentatively named "Weaponsmaster".




These may not be the best sprites in the world, but that's the best I can muster without hiring a professional artist. More to come.

Game Concept: Weaponsmaster - Overview

"Weaponsmaster" is the tentative name for our new side-scrolling action game.

The main character for our game will be equipped with four weapons, each giving the player unique advantages in different situations. Gameplay revolves around completing combos in order to charge "fervor" for weapon skills and also for points.

The game will be fast paced, and not a simple button mashing action. The boss fights will be something to challenge and enjoy. This game will be taking in a lot of ideas from games I love and find amazing. Hopefully we can bring it all together in a nice package and deliver a solid first game.

Development Team

Currently, I want to explore the side scrolling action concept. Up to now, I've only drawn up a character design for the main character and created some sprites for the design. Talking with a couple of friends, I've generated some interest and may be gaining more members to the team.

I've gathered a friend and fellow developer to help in the realization of this game. Later on, there may be another friend that will become part of the development team as well.

Hurray for more man power!