I really wish someone else had already wrote this becasue there is a lot and i hope i remember it all..
well firstly i should say our group consists of Jasdev, Ameet, Ishmale, Ejay & me.
and to give a brief on each individals characters:
Jasdev - Jasdevs character is called Icky, he is a recently graduated fasion student, has one robotic arm which is a large curved blade whilst in the other hand is holding a blade of the same shape but itsnt acctached to his body. Has a digital aspect to him with a hardrive on the side of his neck/head and plugs coming off his shoulders.
Ishymale - Ishy done a female character, she is light metal armour on, i dont know much for her backstory but when i do this will be updated.
Ameet - Ameet went with a more modern 'gangster' style with a 'street smart' character which has one robotic arm, carries a nice and also a 9mm pistol 'although i beleived that was removed to make his character more balanced' he wears a bodywormer standard jeans and trainers, a baliclava around his mouth and a fitted baseball cap.
Ejay - Ejay has designed more then one character but from my knowledge he has choosen the hero who is in a metal body armour, Ejay described his character as someone who can hit but can't take alot of hits, more information is known about this character aswell although i curently dont have it in my possession.
Me - My character is a Korean olympic gold medalist in archery, he uses the olympic offical type of bow known as a 'recurve' and has all the attachments that professional archers use like aimers and stabilizers.
Okay, there was a need to type all that; originally we only had 4 in our group, so our orginal plan was a grid similar to one of a chess board (well identical) and woulc have each character 'spawn' in each of the corners so they are equally spread out for balancing reasons. We desided to create a movement based game where you move your character around the grid and use the 'Battle Menu' to choice what your option is.
Did you ask what the Battle Menu is?!
Well im glad you asked! The battle log consists of 4 options.
originally it was only going to be move & attack
but after wanting to make the game have more of a 'brain' to it the menu became utility, move, turn skip & attack.
now let me explain what each is for..
Move - well move lets you.. move, as it is a grid you move around the board to get close or far from the opposition. not all characters can move at the same speed but that will be explained later on.
Attack - is also simple.. allows you to attack, originally each character would have only one attack but once again for a strategic approch each character will have 2 attacks but not be a simple 'Attack A does 10, Attack B does 20' a more tactical option is needed or to fit the situation.
Utility - utilites are basically killstreaks that require turns used not kills; so turnstreaks. how these work is after 3 or 8 turns you gain a bonus which will be specific to each charcter but all charcters will need to hit the same number, the numbers just given are still in testing phrase and are opt to change. for an exmaple we have a character whos archytype is a 'tank' but bullet sponge, well maybe after 3 turns because he is slower he can move 2 places on his next move if he wants to but if he waits until 8 he may get the bonus of teleporting anywhere in a 5 place radius. but if the 3 turn streak is used you have to start your turns back to zero. originally it was only going to be these 2 ulilities but then we encontered a problem of 'chasing' where is you both can only move one space there is no counter feature and will last forever. ao we created the anti-chase utility which will hasnt been finalized yet on specifics but after a certain amount of turns being chased or chasing will give you the option tp have an advantage in movement only e.g. teleport using a randomizer which will be explained later.
Did you question what i meant about the randomizer?!
well im glad you asked again!
in the game we have a total of 3 randomziers.. yes 3!
and here they are:
Damage multiplyer - each time you attack rolling a standard dice can add or take away the total damage done, this will not be a large amount but the amount the just get that kill or just survive, everyone has this option.
Drop Coordinates - at the start of the game a dice with large numbers on (larger than 6 is what i mean by large) and whatever number is lands on will determine when the BonusDrop will be, this bonus can range but as it isnt top priority hasnt been discussed a lot.
Coordinates Chooser - Because of the bonus drop we neede something to mark where the coordinates would be because if it had a set place it would create people to 'camp' near it until the drop os the counter this a miniture grid will be made and have a expanding tube arround, a small object like a coin wil be tossed in and like jasdevs 'mexico raider ricochet' will have the object bounce around and land on a coordinate, this randomizer will only be used on the number the drop coordinates shows. this isnt a finalized randomizer, also still being tested.
so what makes the characters unique?
you have a lot of questions today!
well each character will fit into a charcter class, this is where we hit a problem, we originally had 4 character types, range, magic, tank and melee. but adding the 5th member made it harder then imaged for something that wouldnt fit into another category, we searched the internet for other archytypes but not with much luck, at this time we also has the problem of the grid which will be explained later. We then asked drew for another type and he explained hybrid, a segment of other charcters fused, which created healer, a melee and magic which would be able to fit in with its own uniqness and not over or underpowered.
each of these characters suits the charcters behind them and have their own playstyle, these are:
Range - can shoot up to 3 squares away, has a limited arrows so has to pick up arrows from where they made contact. also arrows arent powerful.
Healer - can heal themself.
Melee - can move more then the other characters because he can only use melee weapons (throwing knife is NOT a melee weapon!) can in a sequence 1,2 which is every other turn can move 2 squares e.g. first move = 1 second = 2 third = 1 etc.
Magic - magic can attack from 2 squares away.
Tank - can take alot of damage and has a lot of attack ability but at a price *TEASER*
The other problem! well we had a grid which was square to allow each character to be equal distance from eachother, this got messed up with 5, we then proceeded to try design a penntagon arena but then the problem of 'trinagles & squares' on the grid became a problem stopping the 'flow' of the game so the arena has been created out of hexagons because pentagons dont fit into each other but with the hexagons making a pentagon shape.
im sorry for any spelling mistakes as the typing has done that thing where is deletes the character infront of it if you try correct a word spelling mistake and i couldnt stop this from happening.
each character will have there own playercard explaining movement, attacks, damage HP utilities and other relevant information.
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