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¶
-
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
-
Traversal
- Walking and sprinting
- Prevent Stamina from depleting
- Small Test Map
-Purpose: Test map/ trail readability and player movement
-
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
- Basic Interaction with resources
-
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
-
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
- 2-3 Simple quests
-
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
-
Trading
- NPC Merchants where players can:
- Sell items for pilak
- Buy potions, materials or gear.
-Purpose: Tests ingame economy loop
- NPC Merchants where players can:
-
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? |