Difference between revisions of "Chadius: SwordDraw PlayerExperience"
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Player should need many levels of attack and defense. | Player should need many levels of attack and defense. | ||
Enemies should have high attack and defense levels. They shouldn't take much damage from the player, but should be able to dish it out. | Enemies should have high attack and defense levels. They shouldn't take much damage from the player, but should be able to dish it out. | ||
− | Enemies should last for up to 5 rounds, giving the players hell | + | Enemies should last for up to 5 rounds, giving the players hell until the end. |
==Player Choices== | ==Player Choices== |
Revision as of 00:41, 25 December 2005
Contents
Experience during the course of a game
This covers what the player should experience while playing Sword Draw.
Beginning
Player should build up attack and defense quickly. Enemies should be low damage, to encourage playstyles and give users their 90 seconds of enjoyment. Enemies should die quickly, not lasting more than 2 rounds.
Midway
Player should notice that he needs to keep up his stat levels. Player should lose slightly more than he gained. Enemies can last between 2-3 rounds.
End Game
Player should need many levels of attack and defense. Enemies should have high attack and defense levels. They shouldn't take much damage from the player, but should be able to dish it out. Enemies should last for up to 5 rounds, giving the players hell until the end.
Player Choices
These are issues the player should have to keep interested in the game.
Speed vs Accuracy
Should the player try to quickly trace the pattern, or slowly and accurately trace each dot?
Speed
- The user can quickly finish attacks, increasing attacks over time.
- Better used if the pattern can be finished in a single stroke
- If the enemy is finished off quickly, the user can spend the remaining time healing.
Accuracy
- Connecting all of the dots maximizes damage potential, and gets the best stat gains.
- Better used for complicated patterns.
Side Effects
The user will draw quickly in the beginning to cover the small, simple lines. By endgame, the users will have to slow down to cover the complicated lines.
Premature Attacks
Attacks can be finished prematurely for less damage.
Benefits
- The player can quickly finish attacks to deal damage.
- The player can discard pesky pattern immediately, instead of wasting time tracing it over.
Disadvantages
- The enemy takes less damage from the attack, reducing damage over time (efficiency.)
- The player may have gotten more stat boosts if it finished the pattern.
Enemy Design
- Enemies should have high attack.
- Enemies should have a good amount of hitpoints.
Enemy Types
Each enemy type should be unique. The player should have to switch strategies to a particular style based on the enemy type.