Brainstorm
Stats
Hidden from player?
Strength, Speed, etc
- melee
- magic(range)
- trap troops
- sneaky unit
Character basic and secondary attributes (eg. Spd = F(weight,strength) )
- Weight
- speed
- strength
- accuracy
- HP
- morale
- bravery
Types
Human vs Alien
Vampire vs Elves
Allies vs Soviet
Bears vs Gorillas o.O
Death
How to handle death? Hardcore / Respawn (Location?)
Controls
Should be intuitive yet not repetitive, brainless button mashing.
Shoulder button + analog for weapon strokes? – possible clanky controls
Easy attack correspondence – diff button for left, right, top, bottom attacks? or analog tilts
Feedback
No typical overhead display with overlay numbers or bar
Model itself, texture, saturation, glow
Animation, limping etc.
Hit Detection
Should detect damage locality
How in-depth? Check actual collision or just directional correspondence to attack, top = head, etc
Sequence of attack result in combo with diff section attacking diff areas?
Combat “Resource”
These resources needed for skills/magic/moves beside basic attack – think vs game power bars
Rage/Fury – accumulates for each kill, for melee type, rewards being in combat
Mana meter – accumulates over time, for magic type, rewards dodging in and out of combat
Stealth meter – accumulates when undetected, for support/sneaky type, rewards staying out of combat
Morale – depends on how the battle is going, affects attributes of troops
Items
Weapons from monster, environment, containers, etc
Health recovery items
Temporary stat booster?
- weight
- item effects(slow, life steal ,etc)
- resource management
Slicing action – same attack but more than 1 kind of animation, randomly picks 1 out of a few slicing animation( more realistic)
Squad units
Trapper – self-explanatory
Scout – mini-map only reflect real time where a scout is
Archer – long range
Buffer – buff
<other typical roles>
- morales
Squad Control
Several level of aggressiveness/passiveness besides straight comments, think PES offense/defence bar
[Search and Destroy] – actively seek and destroy enemies – break formation
[Aggressive] – stay in formation but will attack enemies when contact made – break formation temporarily
[Act Freely]
[Defensive] – will engage enemies in contact but tend to stay in formation and unlikely to persue fleeing enemies
[Never engage] – stay in formation, will never engage unless attacked
Unit Types
Neutral – attack both sides
Neutral mobs
- wild animals
- some other life form
Map
Outdoor only?
Transit between different environments?
How many control points and how are they connected?
Trapping
When command given to trap, trapper unit should know where to lay appropriate traps by studying terrain, proximity of other environment features, availability of traps, probability of region being explored (won’t lay trap in middle of nowhere)
Does trapper unit stay to man trap? Will feedback to given for traps set off?
Base / Tower
Can fire projectiles at enemies – random / assigned ( 1 advantage for taking down base)
Weather & Game Mechanics
Weather hopefully affects the game meaningfully instead of merely being cosmetic.
Storms possible to set off traps, destroy environment elements?
Rain – increase probability of slipping? Weapon drop? Spell failing?
Fog – reducing view distance, accuracy