Another big post coming! Hope your still OK to read this :P
Since Friday was the day when we finally got into groups and started working on the game alot was said and decided and even the stories around our characters changed.
Since so much changed and we have alot of ideas of what we want to do in our group of 5 (Me, Laura, Michael, Liz and Carlton) I'm not 100% sure if I remember them all but I will post what I remember aswell as the changes and decisions we made.
First I will talk about what Drew taught us and what my thoughts are to what he said (from what I can remember and what notes I have in my sketchbook)
Starts with
Character Difference's (Multiple Characters)
and how this brings into play
Player Choice
since the players have a choice of what character and what type of character to choose which in-turn brings into play
Player Investment (I do not have notes on this part since I couldn't write it all down in time)
My thoughts to this were that this is true, Having multiple characters selections at the start like in W.O.W does bring player choice and players can choose what type they want to be instead of forcing a single character on them.
However, This can be flipped, since some players enjoy having a set character with looks and statistics decided by the creators and then as the game goes on to be able to edit the player, changing the looks and changing the statistics with either equipment, buffs, abilities, bonuses, weapons or whatever else it is.. A good example would be Runescape the online MMORPG where you start with a character (even though you decide how it looks) and you can then choose what type you want it to be.. If you have the time you can even make it an all-rounder.. It can be a mage, melee and ranged all in one character you just need the time and in-game money to be able to do it.
After this Drew then went to say about Different Characters and their Strengths and Weaknesses
He then asked us to think about our characters and think about whether they have any weaknesses or not
since really we don't want a character that is an instant "I Win" button (As Drew says)
As for my character these are his weaknesses:
Weaknesses
- Human Parts - Can easily take damage like any normal human would, just because his arms and legs and metal does not mean that the torso and head are also solid.
- Metal Parts - Eventually over time metal does start to rust, though I do not think this will happen on the board game we are making it still is a weakness since when they do rust they will be more vulnerable and will be slower mainly in the joints where the balls are.
- Defence - As seen in my designs and not going with the stereotypical metal arms and legs, they are not massive square metal pieces they are more curved cover less area if they are used to shield the human parts. This means that a ranged player can shoot arrows or a gun shot if that is what the player decide to use, they can still hit the human parts since there are gaps in the defence.
Next I believe Drew started talking about different Classes....(According to my notes)
Anyway he went on to talk about 4 classes.
Damage Soaker - Tank - Takes Damage
Damage Dealer - Rogues, Mages, Fighters - Deal damage to enemies
Healer - Priests - Heals (As the name suggests..)
Utility - The characters that help. (Not much information in my notes, sorry)
Then Drew asked us to think about our characters and what class or classes our characters would be.
My Character
Name: Zakari Crossflame
Classes: Damage Soaker - Arms and Legs are made of metal so he can take alot of damage and alot of hits.
Damage Dealer - Again, Metal Arms and Legs so if he hits something or someone with them arms or legs then it will deal alot of damage in a direct hit.
Melee - No weapons on him, only uses his body to fight.
Armoured - Metal arms and legs are basically armour if you use them for defence.
Then Drew goes on to say about Balance in a game.
about how a game need to be Challenging yet Fun
and how you need a Risk but a Reward at the end of the risk.
After this is when Drew let us go into Teams of 5 and start working on our Games and our Characters and how they Fit in the game.
We decided on who's character would be what Archetype
We decided that:
Michael - Damage Dealer - Ranger
Laura - Healer
Liz - Supporter (Utility)
Carlton - Damage Dealer - Ranger and Magic
Lee - Damage Soaker - Melee
Once we had decided these we then started talking about Statistics.
What statistics should we have? What would the numbers be?
We ended up deciding on:
Health (HP):
Attack:
Defence:
Range:
Speed:
Skills:
When we decided on what statistics to have, we then set about deciding the numbers, the range of numbers and what the numbers would be per player depending on their type.
These are the statistics we got for the players:
(Some of these will need to be explained for you to understand, I will do this at the end when I have written in all the players Statistics)
Michael's Statistics:
Health: 600
Attack: 200M/600R
Defence: 30%
Range 1/3
Speed: 1
Skills: Barrage, Scope
Liz's Statistics:
Health: 500
Attack: 100
Defence: 20%
Range: 1
Speed: 3
Skills: Scavenger, Turret, Repair
Laura's Statistics:
Health: 800
Attack: 75
Defence: 10%
Range: 1
Speed: 4
Skills: Reincarnate, AOE, Single Revive
Carlton's Statistics:
Health: 600
Attack: 200M/600R
Defence: 30%
Range: 1/3
Speed: 2
Skills: Elementalist, Lightning Release
Lee's Statistics:
Health: 900
Attack: 150
Defence: 40%
Range: 1
Speed: 5
Skills: Unmoving, Equip
That is all the statistics for the players, Now I need to explain a few things since some might not make sense to you.
Attack for Michael and Carlton
and
Defence for everyone.
and
Range for Michael and Carlton
and
Speed is rather weird aswell so I should explain that aswell.
I will also write a description for all the skills aswell. Bare with me ^_^
Right, Attack for Michael and Carlton..
200M/600R
200M means 200 Damage when Melee
600R means 600 Damage when Ranger
Since they both designed their characters to be able to attack at melee if they have to, we needed to add a attack statistic for when they melee attack. That is the meaning behind 200M and 600R.
Next, The Defence statistics..
We had.... trouble working out the defence statistics, at first we went with multiples of 100 like with health and attack, but we soon discovered that the attack of the enemies was lower than the Defence of my character since he is the Damage Soaker so all attacks on me became useless.
So instead we made it so that its more of a damage resistance rather than a Defence statistic...
the % is how much gets taken off the enemy attack so lets say a enemy with..
350 damage
attacks me, the damage soaker with 40% defence...
that would be 140 damage removed from the enemies attack and I would take 210 damage
350 divided by 10% = 35
10% x 4 = 40%
35 x 4 = 140
and that is how it works.
Now
Range statistics for Michael and Carlton
1/3
like with the attack its 200 Melee and 600 Ranger
same concept with the Range statistic, Melee is at 1 Range, and Ranger is up to 3 Range.
Now
Speed Statistic, not really difficult but you would not figure it out just by looking at the statistics
Speed is basically the player order.
Speed: 1 is the player that rolls first
and
Speed: 5 is the player that rolls last
Its basically the heavier the player, the slower it is.
Next is the Skills and their Descriptions
Unmoving - Active - Cannot be blown back by attacks from the enemy.
Equip - Activated - Pick up a piece of metal off the floor and equip it to your arm just before you attack, gives a damage boost of 100.
Elemental - Activated - Roll a dice, if you get either a 1,2 or 3 you can change into a fire or an ice type. 4,5 or 6 does not allow you to change.
Lightning Release - Activated - Stuns the enemy for a turn so he cannot move plus the caster has to miss a turn aswell. Can be activated once every 4 turns.
Barrage - Activated - Roll a dice, if you roll 1 or 2 you should 1 arrow, roll 3 or 4 you shoot 2 arrows, roll 5 or 6 you shoot 3 arrows.
Scope - Active - The dice rolled to see how far you move also becomes how far on the map you can see, Example, If you roll a 3 so you move 3 squares, you can also see 3 squares around you for that turn.
Reincarnate - Active - When the healer dies, Wait a turn then revive yourself only works once per game.
A.O.E Heal - Activated - 50% of health for the whole team is healed but only within a limited field which is decided at the start of the healers turn when the dice is roller to see how many squares to move by. Example, If the healer rolls a 2 at the start of their turn then the A.O.E heal can heal the team members within 2 squares of the healer.
Revive - Activated - Each character has 1 revive provided by the healer, wait a turn after death before you are revived. Once per character per game.
Pick Up - Active - If there is an item on the floor it can be picked up when you either land on it or go past it.
Turret - Activated - Setup in a turn and it attacks in a 1 square radius, Many can be made aslong as the supported has enough materials. Can be attacked by enemies and repaired by supporter.
Repair - Activated - Takes up a whole turn, Supporter cannot attack if using this skill since the supporter is using the turn to repair a turret. Has to be in a 1 square range of the turret.
Finally I have Enemy Statistics even though I have some statistics missing:
Enemy 1/Tier 1
HP: 200
Attack: 50
Defence: 20%
Range: 1
Skills: Attacks twice when rolls a 6
Enemy 2/Tier 2
HP: 400
Attack: 100
Defence: 30%
Range: 1
Skills: Battle Cry - Roll a 6 and it can call a Tier 1 enemy to help it.
Enemy 3/Tier 3
HP: 600
Attack: 200
Defence: 30%
Range: 3
Skills: Once noticed (flipper over) it can jump back spaces depending on the number shown on the dice but only on 2,3,4,5 and 6
Boss
HP: 1000
Attack - 400
Defence: 50%
Range: 2
Skills: Heals 5% of its health after all players alive have had a turn.
(Since the Friday post was made on Saturday, I can say now that I have done work on Saturday and got a rough design for what my character looks like from the front, I don't have the confidence to draw him in 3D nor do I have the confidence to draw him in an Orthographic so for now I will leave it as it is and make a Photoshop version on Monday then maybe work on a pose after that if I get the time to since the group work is rather demanding at the moment plus all work done on Saturday will be on the blog post for Monday 17/9/12.)
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