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

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

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

  1. 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
  2. 2. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 2 Reminder on Summary of Features
  3. 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. 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
  5. 5. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 5 Introduction
  6. 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. 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. 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. 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
  10. 10. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 10 Terrain
  11. 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. 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. 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. 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. 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. 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.
  17. 17. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 17 Camera & Movement Control
  18. 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.
  19. 19. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 19 Problem with Camera View GOD-EYE-VIEW have problem with Differentiating Elevation.
  20. 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. 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
  22. 22. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 22 …………………………….. ………………. …….
  23. 23. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 23 Screw this, It’s a Blatant Copy of Valkyria Chronicle These, Explained ALOT
  24. 24. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 24 Let’s make Improvisation
  25. 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. 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. 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. 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
  29. 29. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 29 Commands (Shooting & Magic)
  30. 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. 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. 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. 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. 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.
  35. 35. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 35 Combat
  36. 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. 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. 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. 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. 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. 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. 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.
  43. 43. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 43 Next Chapter: 04 Narrative Contents & Event Systems

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