I plan to create a game within Flash 8, Actionscript 2.0. I have not started the game development yet, nor do I plan to finish it within the 60 hrs. I plan to use this as a good way to kickstart the game project.
I plan to take Crimson Shroud, a Level 5 game, as my inspiration for this game. Which will mean the following for my game;
But I also plan some differences though;
Goals
Grid Mechanics
• Player can move 1 hex in any direction. Unless they have a horse, in which case they can move 2. Player cannot move in/over water without a boat, in which case they can move one.
• Several biomes of 'hex-lands', including; Field (posted), Swamp, Desert, Snow, Blighted, Cave, Dungeon. Each has there own types of hexes.
• Each hex type has their own random events occur, some are shared across multiple hexes. Random events are triggered when the player lands on that tile.
• Some hexes have pre-determined event types, these are randomly generated upon entry of the hex-land (every time).
• Random events includes the likes of (or options to...); trade, fight, pillage, find treasure, scavenge items, buy goons, buy a horse.
• Hex-lands are connected by four exit hexes. Water exits require a boat, can only go to other water exits.
• Events with several possible outcomes, when pre-determined, use a priority icon system of highest being; Horse, Goons, Treasure, Scavenge, Trade, Pillage, Fight. Which ever is highest is the icon displayed.
Battle Mechanics
Character Mechanics
May add some more mechanics later... #tired.
I plan to take Crimson Shroud, a Level 5 game, as my inspiration for this game. Which will mean the following for my game;
- You move via map screen, from room to room.
- Three characters within the party
- There are no character levels, instead the party gains in strength through gear gained. (stats and abilities)
- The game is graphics and animation light, with a focus on mechanics and story. Which play to my strengths.
- Has dice based combat (I plan for more emphasis of dice in normal combat).
- Items can be combined to increase the item's stats, or to imbue new abilities into it.
But I also plan some differences though;
- Combat will have a strong play on combining elements and directions to create attacks and spells, akin to Magicka.
- Each battle scales and will be difficult, akin to a boss battle. (You are fully restored after a battle)
- Items can be broken down to the sum of its parts (but not all of them)
- AI uses a threat based system, where circumstance and abilities used influence who the enemies target (a heal causes a lot more threat when used on lower health targets, or if repeatedly used to 'top up' a target, causing the entire party to actively try and 'shut down' that character).
- Save combos within a list for single click activation of less used or hard to remember combinations.
Goals
- Complete a minimum of five maps
- Complete travel system
- Complete mechanics of battle system
- 20 items finished
- Battle assets and attack animations
- AI for enemies encountered in first five maps
- Bare bones of story
Grid Mechanics
• Player can move 1 hex in any direction. Unless they have a horse, in which case they can move 2. Player cannot move in/over water without a boat, in which case they can move one.
• Several biomes of 'hex-lands', including; Field (posted), Swamp, Desert, Snow, Blighted, Cave, Dungeon. Each has there own types of hexes.
• Each hex type has their own random events occur, some are shared across multiple hexes. Random events are triggered when the player lands on that tile.
• Some hexes have pre-determined event types, these are randomly generated upon entry of the hex-land (every time).
• Random events includes the likes of (or options to...); trade, fight, pillage, find treasure, scavenge items, buy goons, buy a horse.
• Hex-lands are connected by four exit hexes. Water exits require a boat, can only go to other water exits.
• Events with several possible outcomes, when pre-determined, use a priority icon system of highest being; Horse, Goons, Treasure, Scavenge, Trade, Pillage, Fight. Which ever is highest is the icon displayed.
Battle Mechanics
- Uses Magicka combination system, each 'element' is known as a Mark. The Marks include; Light, Dark, Fire, Water, etc...
- Three Archetypes exist; Brute, Finesse, Smarts. Each Mark behaves differently with each Archetype (e.g., Light becomes Heal on Smarts, but Smite on Brute and Charm on Finesse.)
- Combination system also includes directional Marks, which are not directly effected by Archetype; Forward, Back, Up, Down. (E,g,. Up + Fire from a Smarts could become a fiery torrent which rises from the ground from under the target.)
- Combat uses a speed system, depending on the combination for an archetype, lengths or reduces the wait until they may act again. A Reflex stat also effects this speed.
- 'Completed' abilities, known as Glyphs can be bought, these are finished Mark combinations, but they cannot be upgraded, changed or any other such thing.
- Persistant and battle-based lists will be present, the former allows combination to be saved permanently. The latter allows combinations used that battle to be reused without having to reenter the combination.
- Marks have levels, such as Fire II, Light IV. A combination becomes the lowest level within the rank, unless specified.
- Battles will be purposefully hard, they will go after the weak link in the chain. And will try to shut down and/or spike damage their biggest threats or those near death.
- Enemies will scale based upon your party's total statistics. Higher scaled enemies drop higher scaled loot.
- Enemies within the Blight biome have a much larger minimum statistic count, and can easily roflstomp you if you venture too early/deep. Once their minimum is passed, they will scale as normal.
- You automatically regain all health upon victory.
- Each victory yields a lot of drops, the player receives an amount of Battle Points based on their performance, loot can then be taken from the corpses at the cost of the Battle Points required. Unspent Battle Points become Riches (in-game currency).
Character Mechanics
- Gear cannot be sold, only destroyed.
- Characters do not level up, only gain stats and Marks/Glyphs through gear.
- Goon deaths are permanent. Gear is retrieved, however.
- Goons can be bought in any of the Archetypes.
- Each Goon passively reduces the amount of Battle Points received by a percentage.
- 'Back-up' Goons can be purchased, their BP penalties are not taken into account until they become active. They cannot equip anything at this point.
May add some more mechanics later... #tired.
22/2/13
Added a swf and an image of the hexgrid. Also added some lists of the mechanics for aspects of the game. Also realized my goals were not achievable, but I'll leave them up regardless!
5/2/13:
Added some new details about the game, shown in red. Plan to start development later today, just got along day of University to get through first.
4/2/13:
I plan to add more details, including the goals later, but time is tight as a type this. Expect an update tomorrow or later tonight.
Added a swf and an image of the hexgrid. Also added some lists of the mechanics for aspects of the game. Also realized my goals were not achievable, but I'll leave them up regardless!
5/2/13:
Added some new details about the game, shown in red. Plan to start development later today, just got along day of University to get through first.
4/2/13:
I plan to add more details, including the goals later, but time is tight as a type this. Expect an update tomorrow or later tonight.