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Historica Fantasia, Development Blog 03, Specific GamePlay Design Base on Features
1. @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
3. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 3
To Include
Squad-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 Exploration
Finding Hidden Factors & Agenda.
Changing outcome the History.
Strategy Gameplay Focus on Mechanical Rules Design
Make it intuitive to play
Specific Design is TO BE Discuss in the next Chapter.
4. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 4
To Ignore
Base Building
Make them Static.
Multiplayer
Not Fun with current main Design.
Need to hire Network Programmer.
Façade Rules
Minimize as possible
6. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
7. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 7
Turn Sequence
Start 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
8. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com
Command Phase
Player 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
9. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 9
Squad & Command Points (CP)
Squad Composition is Freeform,
with A Unit being a Designated Leader.
CP is Army-Global
Each 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
11. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
12. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
13. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
14. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
15. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 15
Difficult Terrain
Rough Terrain Areas
Such as Forest, Hill, Water
Will slow down Unit movement,
Unless the Unit have any
relevant Skill to negate it
16. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
18. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.
20. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 20
Hidden Objects
The Objects in Red Circle,
must be Invisible from View
BUT, Programming 3D Fog of War
Is just too Frickin Hard.
Consume too much Processing Power.
And is just simply,
Visually Unappealing
Therefore, LONGSHOT should be avoided
21. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
25. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 25
The Command View
The Command View will be
A Longshot Fully Navigable
abstract version
of the actual Battlefield.
Utilizing Piece Markers, to provide
Currently Known Information
Reminiscent of
Army War Table
26. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
27. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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 Position
2. User Terminate the Movement
3. Unit enter Enemy Unit’s Proximity
( Initiating Combat Phase )
28. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
30. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 30
Command Input
1. 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
31. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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 Ambush
While inside Forest
Enemy enter combat
Proximity while Moving
32. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 32
Shooting
Bullets, 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.
33. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 33
Overwatch
Squad will setup a lookout for an Enemy.
This will reveal any Hidden Enemy.
Within the Range.
And will shoot at an Enemy
that enter Shooting Proximity.
34. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 34
Charge Command
Really 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.
36. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
37. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
38. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 38
Building
Defending Squad that
occupy a Building,
Will always face the Attacker,
No matter which Direction they are from
39. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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
40. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 40
Melee and Range
Every Unit will have a Melee Attack. Some Unit will also have Range Attack
Enemy
Melee Unit
Do Melee Attack
Range Unit
Too close, Do Melee
Melee Unit
Too Far, Do Nothing
Range Unit
Do Range Attack
41. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 41
Attack Order Calculation
Unit Spd
Attack
Count
Step
1
Step
2
Step
3
Step
4
Step
5
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
1
3
2
3
2
1
2
For each Attack Sequence
If the next Unit is an Ally,
Play the Attack Motion concurrently
42. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 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.