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Core Design Goal

  • Fight, Loot and Progress Character
  • Questing and Events
  • Gather and Trade resources in an open world area with economy, challenges and monsters.

Included Mechanics

  1. Hybrid Combat

    • Soft lock attack targeting
    • Normal attack
    • 1 point and click skill + 1 targeted skill with cooldowns
    • Stamina depletion while sprinting in combat
    • Basic enemy AI with health and damage stats

    -Purpose: Tests the feel of combat and pacing


  1. Traversal

    • Walking and sprinting
    • Prevent Stamina from depleting
    • Small Test Map

    -Purpose: Test map/ trail readability and player movement


  1. Resource Gathering

    • Basic Interaction with resources
      • Tree - gives wood
      • Ore - gives gold
      • Fish - gives fish or pearl
    • Simple random drop rates

    -Purpose: Introduces interaction within the world


  1. Looting & Inventory

    • Enemies drop Pilak, Loot Bags and resource or crafting material.
    • Simple Loot Bag Color (common, uncommon, rare)
    • Inventory with limited slots (e.g 20 items max)

    -Purpose: Reward feedback loop


  1. Questing

    • 2-3 Simple quests
      • Kill X amount of enemies/ Kill X enemies
      • Gather X type of resource
      • Deliver Item to NPC
    • Rewards: Pilak + XP

    -Purpose: Gives player direction and progression structure


  1. Progression System

    • Levelling: Gain EXP from combat or quest into stat increase
    • Gear Upgrade: Gear Enhance (+1 to +5 gear)
    • Skill Unlocks : 1 skill unlock on level threshold
    • Skill Upgrade : Tome to improve the star of skills (1 to 5 stars)

    -Purpose: Establishes the player power curve and character progressing


  1. Trading

    • NPC Merchants where players can:
      • Sell items for pilak
      • Buy potions, materials or gear.

    -Purpose: Tests ingame economy loop


  1. Death Penalty

    • Respawn with XP loss (e.g. -10%, -5%)
    • Respawn at the nearest town after some time (e.g. 10 secs, 5 secs)

    -Purpose: Introduction to punishment and failure


    Prototype Scope Suggestion

    Aspect Scope
    Map 1 small town + 2 zones (forest & mine)
    NPC's 3-4 (Quest NPC, Merchant, Blacksmith, Shaman)
    Enemies 3 (melee, ranged, mini boss)
    Items 9 (3 different gears, 3 materials, 2 consumable, 1 misc.)
    Level Cap 10
    Duration 10-30 minutes of gameplay

Testing Goals

Focus Measure
Combat Does it feel fluid? Is the combat responsive?
Reward Loop Are players inspired or motivated to grind?
Progression Curve Does levelling feel satisfying and not grindy?
Economy Balance Does buying and selling feel fair? Are loots fair?
Exploration Is the world intuitive to navigate?

Gameplay Loop

gameplay-loop