Difference between revisions of "Chadius: SwordDraw PlayerExperience"
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+ | ==Terms and basics== | ||
+ | This covers the basic idea, concept and terms used. | ||
+ | |||
+ | ===Endurance=== | ||
+ | This is the amount of time the player has to make an attack. Once it's gone, the enemy gets a chance to strike. Enemies can control how much time remains. | ||
+ | |||
+ | ===Pattern Shape and Size=== | ||
+ | There are a seties of patterns that must be drawn. They come from a set, and are roughly ordered in terms of difficulty. The overall size of the pattern can also change. Generally, larger and more complicated patterns take longer to draw, and result in less damage. | ||
+ | |||
+ | ===Hit Points, Attack, Damage=== | ||
+ | The player and the enemy have hit points, attack level, and defense level. These help in pacing the outcome of the round. | ||
+ | |||
+ | The player can gain stats by drawing over its symbol during the round. When the player defeats the enemy, the symbols change to healing symbols. | ||
+ | |||
+ | ===Overkill=== | ||
+ | When the player defeats the enemy, the game spends the remaining endurance in overkill mode. When the player attacks, they recover lost HP. This is used to help players regain HP lost, and helps them feel good when they've squished a particularly annoying enemy. | ||
+ | |||
+ | *The player gains endurance when they defeat the enemy. The less endurance they have, the more they gain back. This helps players who have little endurance left. It gives them a chance to regain | ||
+ | |||
==Experience during the course of a game== | ==Experience during the course of a game== | ||
Revision as of 00:53, 25 December 2005
Contents
Terms and basics
This covers the basic idea, concept and terms used.
Endurance
This is the amount of time the player has to make an attack. Once it's gone, the enemy gets a chance to strike. Enemies can control how much time remains.
Pattern Shape and Size
There are a seties of patterns that must be drawn. They come from a set, and are roughly ordered in terms of difficulty. The overall size of the pattern can also change. Generally, larger and more complicated patterns take longer to draw, and result in less damage.
Hit Points, Attack, Damage
The player and the enemy have hit points, attack level, and defense level. These help in pacing the outcome of the round.
The player can gain stats by drawing over its symbol during the round. When the player defeats the enemy, the symbols change to healing symbols.
Overkill
When the player defeats the enemy, the game spends the remaining endurance in overkill mode. When the player attacks, they recover lost HP. This is used to help players regain HP lost, and helps them feel good when they've squished a particularly annoying enemy.
- The player gains endurance when they defeat the enemy. The less endurance they have, the more they gain back. This helps players who have little endurance left. It gives them a chance to regain
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.