historica fantasia, development blog 03, specific gameplay design base on features

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@OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac- alliance.com 1 By Matumit Sombunjaroen V1.1 2016/11/20 Historica Fantasia Dev Blog Chapter3: Specific GamePlay Design Base on Features

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Page 1: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 1By Matumit Sombunjaroen V1.1 2016/11/20

Historica Fantasia Dev BlogChapter3:

Specific GamePlay DesignBase on Features

Page 2: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 2

Reminder onSummary of

Features

Page 3: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 3

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.

Page 4: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 4

To IgnoreBase Building

Make them Static.

MultiplayerNot Fun with current main Design.Need to hire Network Programmer.

Façade RulesMinimize as possible

Page 5: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 5

Introduction

Page 6: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 6

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.

Page 7: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 7

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

Page 8: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected]

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

Page 9: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 9

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

Page 10: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 10

Terrain

Page 11: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 11

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.

Page 12: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 12

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.

Page 13: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 13

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.

Page 14: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 14

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.

Page 15: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 15

Difficult Terrain

Rough Terrain AreasSuch as Forest, Hill, Water

Will slow down Unit movement,

Unless the Unit have any relevant Skill to negate it

Page 16: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 16

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.

Page 17: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 17

Camera & Movement Control

Page 18: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 18

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.

Page 19: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 19

Problem with Camera View

GOD-EYE-VIEW have problem with

DifferentiatingElevation.

Page 20: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 20

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

Page 21: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 21

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

Page 22: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 22

……………………………..

……………….

…….

Page 23: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 23

Screw this, It’s a Blatant Copy ofValkyria Chronicle

These, Explained ALOT

Page 24: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 24

Let’s make Improvisation

Page 25: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 25

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

Page 26: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 26

Movement Command

12

3

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

Page 27: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 27

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 )

Page 28: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 28

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

Page 29: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 29

Commands(Shooting & Magic)

Page 30: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 30

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

1

2

Page 31: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 31

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

Page 32: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 32

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.

Page 33: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 33

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.

Page 34: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 34

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.

Page 35: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 35

Combat

Page 36: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 36

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

Page 37: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 37

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

Page 38: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 38

Building

Defending Squad that occupy a Building,

Will always face the Attacker,No matter which Direction they are from

Page 39: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 39

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

Page 40: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 40

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

Page 41: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 41

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

13

23

2

12

For each Attack SequenceIf the next Unit is an Ally,

Play the Attack Motion concurrently

Page 42: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 42

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.

Page 43: Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features

@OtakuEatMama : @HistoricaFantasiaDevBlog : [email protected] 43

Next Chapter:04

Narrative Contents& Event Systems