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.

3 comments:

  1. Few suggestions for special abilities for bow/arrow

    1. Using arrows have a certain percentage to cause a mini-stun to enemies. This ability would be useful against casters and bosses where the mini stuns will interrupt their spell casting.

    2. Innate piercing ability. Used against bulkier enemies where you can break their armor (temporarily disabling them), then switch to a weapon of choice and chain to another set of attacks.

    Another idea that popped up in my mind for bow/arrows is the ability to coat them. This would be skills separate from the special innate abilities though. Ice can slow enemies down. Fire can cause AOE damage. Thunder and pierce enemies armors.

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  2. We should only have a limited pool of "castable" skills. The reason is this is an iphone game, the user interface is really limited; performing more than 2 button mashing to cast one skill takes up a chunk of time during a series of combos.

    I think innate abilities are really good because it doesnt require the user to do drastic button mashing on a small d-pad and it can proc during combos.

    I like the piercing ability for bow. However, I think putting "orbs" for arrows brings in some nice strategic game play but the amount of 'orbs' carried should be limited. Reason is players would just spam them without needing to use other weapons.

    Just something to keep in mind.

    Castable skills like down-forward + atk are nice but I dont think involving more than 2 movement on the d-pad is smart since the d-pad is so small.

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  3. Skills should be cast through touch gestures for exactly that reason.

    As for the innate abilities they cant be too overpowered. They are available to the player from square one. I really like the ministun idea because it forces you to switch to the bow in certain situations, just like how you would switch to a lance to block an unavoidable attack.

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