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.