historica fantasia, development blog 03, specific gameplay design base on features
TRANSCRIPT
@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 1By Matumit Sombunjaroen V1.1 2016/11/20
Historica Fantasia Dev BlogChapter3:
Specific GamePlay DesignBase on Features
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To IncludeSquad-Based Units & Turn Base Battle
Controlling Maximum of 50 Individual Characters.Event System that highlight their Contribution and make them Observable.Players and Enemies fight on Equal Terms.
Narrative ExplorationFinding Hidden Factors & Agenda. Changing outcome the History.
Strategy Gameplay Focus on Mechanical Rules DesignMake it intuitive to playSpecific Design is TO BE Discuss in the next Chapter.
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To IgnoreBase Building
Make them Static.
MultiplayerNot Fun with current main Design.Need to hire Network Programmer.
Façade RulesMinimize as possible
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Introduction
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Let me 1st confirm that
Everything in this Document are temporary,
These are not expected to be Complete or Perfect,and can be change once Prototype is built and Tested.
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Turn SequenceStart of Turn Event
Player Command Phase Control a Unit at a time End when Player choose to End the Phase
Enemy Command Phase All Units move concurrently End After Final Combat Sequence
End of Turn Event
Time Change
End Of Turn
Morning => Noon => Evening => Night
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Command PhasePlayer Command Phase Control a Unit at a time
Move (Explore)+ Combat at end of Move
Skill Command+ Long Range Shooting
Use Command Points
Enemy Command Phase Enemy Units Each Move Once (Concurrently)
Skill Command + Long Range Shooting
Combat
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Squad & Command Points (CP)Squad Composition is Freeform,
with A Unit being a Designated Leader.
CP is Army-GlobalEach Squad has CP Consumption Value per Command.
The More Powerful the Unit is, the higher CP consumption
Active Skills are available based on Squad Composition
Equipments are equip to the Squad
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Terrain
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1st, Let’s decide on the Terrain Type
There’s no Strategy Game as boring as the one without Terrain Feature.
And since Movement Control (Exploration) is dependent on Terrain,
We should decide this 1st, and let the rest of the Designs follow this one.
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Grid Property Type
Property of a Grid is mainly Facade.
As previously discussed,
Since we will minimize Façade Rules.This should be avoided.
Grid-less terrain is Preferred.
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Level Type
Because a Squad will contain several Units,
They will have a Hard time maneuvering inside Buildings.
As such, Level will be mainly outer Field, & Buildings should be
Object Pieces on the Field.
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Elevation
Cliffs, City Walls, Etc,
Provide both Exploration Challenges,As well as providing
Strategic Advantages.
As such, they should be part of the Level Design.
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Difficult Terrain
Rough Terrain AreasSuch as Forest, Hill, Water
Will slow down Unit movement,
Unless the Unit have any relevant Skill to negate it
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Buildings
Each Building is an Object Piece on the Field.
Each can house a Squad to Protect it.As well as giving Bonuses to its Owner.
They will also act as Event Trigger Points,Where Story will be play when Occupied.
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Camera & Movement Control
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Agendas
Because this will be a PC game, Control should be primarily design for Mouse & Keyboard.
Camera view must be able to distinguish Elevation Height.
To Emphasize Exploration,There must be Hidden Objects from View.
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Problem with Camera View
GOD-EYE-VIEW have problem with
DifferentiatingElevation.
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Hidden Objects
The Objects in Red Circle, must be Invisible from View
BUT, Programming 3D Fog of WarIs just too Frickin
Hard.Consume too much Processing Power.And is just simply,
Visually Unappealing
Therefore, LONGSHOT should be avoided
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What do we have Left?
Over Shoulder View,
You cannot See the entire Battlefield.As such, Separate Command View is needed.
The Visual is Correct,But it’s too hard to do Click & Move,
As such, Controller or WASD control became
compulsory
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Screw this, It’s a Blatant Copy ofValkyria Chronicle
These, Explained ALOT
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Let’s make Improvisation
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The Command View
The Command View will beA Longshot Fully Navigable
abstract version of the actual Battlefield.
Utilizing Piece Markers, to provide Currently Known Information
Reminiscent of Army War Table
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Movement Command
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1. Left Click to Select the Unit
2. Right Click to Select Target Position,Shift + Right Click to create Waypoint
3. Depending on Target Position,Calculate Waypoints & Final Reachable Position
4. Show Enemies who will get engage in Combat.
Press Enter Key or March Button to Start Movement
4
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Actual Movement
Once the Unit Start Moving,Cut into Battlefield View.
The Movement will be Automated,With OverShoulder Camera tracking the Unit.
The Unit will stop moving when,1. Unit reached Target Position2. User Terminate the Movement3. Unit enter Enemy Unit’s Proximity
( Initiating Combat Phase )
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Combat Initiation
If the Squad End its March with an Enemy inside its Proximity.
=> Cut to Combat Scene.
Detailed explanation will be made in Combat Section
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Commands(Shooting & Magic)
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Command Input1. Left Click to Select the Unit
2. Click on available Button at the Bottom of Screen
Instant: Ambush, Overwatch., etc
Further Control: Shooting., etc
Charge:Powerful Magic., etc
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2
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Ambush
Under some Circumstances,
Unit can setup Ambush, and remain Invisible even when the Enemy enter field of Vision.
If the enemy enter combat Proximity,The Unit will initiate an Ambush Attack.
The effect of Ambush attack, will be explain in Combat Section
Activate AmbushWhile inside Forest
Enemy enter combatProximity while Moving
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ShootingBullets, Arrow, Cannonball, Magic Missile., etc
Select the Area that the Squad can shoot at.Elevation will increase Range.
Depending on the Units, it is possible to attack Multiple Targets.
This can also be use on Areas suspected of having an Ambushing Unit, making them visible while dealing Damage.
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Overwatch
Squad will setup a lookout for an Enemy.
This will reveal any Hidden Enemy.Within the Range.
And will shoot at an Enemythat enter Shooting
Proximity.
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Charge CommandReally Powerful Spells., etc
The Command need at least a Turn to charge.Unit cannot do anything else while charging.
After the Charge is Completed,Can be activated or cancel at
Squad’s owner command phase.
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Combat
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Orientation
If the Squad only have a single Enemy Squad in the Proximity,
They will always fight each other at the Front.
If the Squad attack an Enemy that is already engaged to another Squad,
They will retain the Orientation toward the 1st Target they met
The Attacking Squad,And its Enemy in front,
are the ones to join the Combat Sequence
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Ambush Attack
If the Squad is laying an Ambush,
Ambusher will face toward the Target,
While the Defender will face whatever direction it was facing when enter the Proximity
Every Units in Ambusher do a Preemptive Attack
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Building
Defending Squad that occupy a Building,
Will always face the Attacker,No matter which Direction they are from
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Attack Sequence
All Units in Ambushing Squad do a Preemptive Attack
All Units Concurrently do a Range Attack if available
Is this an Ambush?Y N
Check Range to nearest Target Far
Attack are done in Unit Speed Order, Loop until all Units spend all of their Attack Count
Do Melee Attack Do Range Attack Do Nothing
Near
Unit Have Range Attack?Y N
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Melee and Range
Every Unit will have a Melee Attack. Some Unit will also have Range Attack
Enemy
Melee UnitDo Melee Attack
Range UnitToo close, Do Melee
Melee UnitToo Far, Do Nothing
Range UnitDo Range Attack
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Attack Order Calculation
Unit Spd AttackCount
Step1
Step2
Step3
Step4
Step5
1 30 2 60 120 => 20 50 100 => 0
2 50 3 100 => 0 50 100 => 0 50 100 => 0
3 70 2 140 => 40 110 => 10
Keep adding until reached Hundred 2 Attacks Registered, no more can be done
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For each Attack SequenceIf the next Unit is an Ally,
Play the Attack Motion concurrently
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Retreat
Squad that is engaging to at least an enemy may choose to retreat by
moving out of the Combat Proximity.
However, in doing so,Each Unit in the engaged Enemy Squad,
will do an Attack against the Retreater.
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Next Chapter:04
Narrative Contents& Event Systems