Over the past few days within my small team of co-workers, we've been finalising the gameplay mechanics of our project and came to a consensus over the factoring elements that contribute to a stronger game experience.
The Rules
Players will begin at one of seven points on a six-pointed star with a total health of around 200HP, including six spawns on the external points and one central position which keeps each player an equal distance apart and also allows the combat to begin much more quickly.
On each turn, ranged and mage characters can only move one space however melee characters can move two spaces should they choose to do so, however they must be directly beside another player whereas ranged and mage characters can attack from three spaces away should they so desire.
If a player encounters another within reach, they may roll a die in hope of achieving a value of between 1 and 3 to score a hit, however should they receive a 4, 5 or 6 - the attack will fail.
Should they score a hit, players then roll a die to account for a damage multiplier; each standard attack and multiplier of 1 doing approximately 10 damage points to a player and the maximum multiplied attack value being 60 damage points.
Once players reach 0 health points, they are simply removed from the game and board.
On every four rotations (each player has had four turns) everyone draws a card from a shuffled deck, should they be rewarded with a Jack, King, Queen or Ace, they are instantly given the opportunity to use their special ability on their turn.
They may, however, decided they wish to store their card for another turn and may choose to do so, although if they have not used their ability after four more rotations, they risk losing their card and it being replaced by a blank (1-10) or even a rare Joker card, which instantly deducts 50% of whatever HP they possess at that time.
More design work coming soon! Coming up - Final character poses, changes and recent developments!
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