Bear Studios

Tag: gameplay



Control Point (animated)

by Subby on Feb.13, 2009, under Pre-Production

No behavior yet, watch it spin…

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Traps

by cyunxu on Jan.15, 2009, under Game Features

Traps are currently only for outdoor part of the map. The map will have environmental materials that will be used to build traps. A trap-builder will be able to survey the surroundings and determine what materials are available and thus which traps are able to be built. However, the game does not require the player to go gather these materials. The trap-builder will then be able to choose the best choice of available traps to be build at the best location automatically. For example, the trap-builder will give a high rating for a boulder trap put on a slope and low rating for a boulder trap on flat land. A trap is triggered by the opposing party once it touches the trap, and a penalty will be given. Traps will be visible to the opponent, but the visibility (alpha value?) of the trap will have an inverse relationship to the goodness of the trap. That means a trap with higher rating value will be less visible to the opponent.

Given below is a rough list of the materials, traps and their attributes, which may be amended and expanded.

Types of materials:

Environmental Materials:

  • Water
  • Sand
  • rocks
  • wood
  • leaves

Default materials (inexhaustible):

  • spade (hole digging)
  • trip wires

Types of traps:

Trap Materials Needed Build Time Penalty
Quicksand Water + Sand
10s Morale -10%, 10s delay
Pit Trap Leaves + Spade 10s Morale -10%, 10s delay
Pit Trap with Spikes Leaves + Wood + Spade 15s Morale -10%, 10s delay, -10HP
Boulder Trap Rocks + Tripwire 5s Morale -5%, -10HP
Log Trap Wood + Tripwire 5s Morale -5%, -5HP
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Map

by boro84 on Jan.14, 2009, under Game Features

In order to balance the game, the monster layout will be something like below

monster distribution

monster distribution

TBC. Add any map related stuff here!

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Monsters

by boro84 on Jan.14, 2009, under Game Features

Monsters are catergoried into a few types, namely

  1. physical / magical / hybrid
  2. side a* / side b* / neutral

Some of the monsters, when nearby with another type of monster, might be able to execute a combined skill attack.

Monster table

Side A* Neutral Side B*
Archer(P) Farmer(P) Wraith(M)
Barbarian(P) Yeti(H) Bat(H)
Spearman(P) Spider(H) Necromancer(M)
Pyromancer(H) Treant(M) Salamander(M)

* to be changed to an appropriate name for the side
(P), (H), (M) denote physical, hybrid and magical types respectively

In addition to these monsters, there will be passive creatures, chicken and goats, roaming the game world.

Beastiary

Archer
ranged attacker
combo: fire arrows (Pyromancer)

Barbarian
fast melee attacker
attacks to the death

Spearman
stabs enemies
combo: flaming javelin (Pyromancer)

Pyromancer
burns enemies
combo: fire arrows (Archer)

Farmer
attacks with fork
skill: turns goats aggresive

Yeti
crushing attack (20% reduce defence to 0)

Spider
cast spider webs (slows speed by 50%)

Treant
fires magical branches

Wraith
skill: scares away all enemy troops

Bat
combo: turn into Vampire(Necromancer)
skill: sucks blood (Vampire)

Necromancer
shoots magical missle
skill: turns chicken into kamikaze exploding chicken
skill: turns bats into vampires

Salamander
amphibious monster
shoots missles (20% poison)

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Character

by boro84 on Jan.14, 2009, under Game Features

This section describes features of the character class in the game.
The current version is not final. Numbers and formulas are now simplistic and subject to testing in order to balance the gameplay.

Attributes

The character itself does not have a level. The strength of the character is dependent solely on its attributes described below.

Visible Attributes

  • HP
    Determines the health of the character.
    Possible UI Implementation is a health bar on top left corner of screen.
    Formula: Max 100/100. Regeneration rate 1HP/10s.
  • SP
    Required to use character skills.
    Formula: Max 5/5. Regeneration rate 1SP/10s.
  • Vigor
    Determines the character’s attack, defence and capacity.
    Formula: Start 10. Alternatively, class dependent.
  • Sorcery
    Determines the character’s magic attack, magic defence and capacity.
    Formula: Start 10. Alternatively, class dependent.
  • Capacity
    Determines the number of Items that the character can carry.
    Formula: Vigor * 1.5

Hidden Attributes

  • Attack
    Determines the damage of the character using physical attacks.
    Formula: Vigor * 1.5
  • Magic Attack
    Determines the damage of the character using magical attacks.
    Formula: Sorcery * 1.8
  • Defence
    Determines the damage suffered by the character against physical attacks.
    Formula: Vigor * 1.2
  • Magic Defence
    Determines the damage suffered by the character against magical attacks.
    Formula: Sorcery * 1.5
  • Speed
    Movement Speed of character. Determined by the amount of free capacity character has.
    Formula: TBC
  • Fury
    Determined by the amount of damage suffered by the character. A fury meter will be maintained.
    Character will be able to release a special “Fury Skill” upon suffering enough damage.
    Fury meter will decrease if a character does not engage any enemy within a timeframe.
    Fury meter resets to 0 once skill is used.
    Formula: Fury Meter 0/100. Increase by 1 per damage suffered. Decrease by 1 after 1st 10 seconds of not engaging enemies, and every 5 seconds there-after.

External Attributes

  • Morale
    Morale will have a direct impact on the character’s attributes (as well as of all friendly troops).
    Formula:
    Morale 50% (Default) -> Vigor, Sorcery 100%
    Morale 0% (Minimum) -> Vigor, Sorcery 50%
    Morale 100% (Maximum) -> Vigor, Sorcery 150%

Attribute Gain

Attribute gain will be hidden from player. Players do not need to assign any of their character’s attributes.
Player’s action however will have a direct consequence on the growth of their attributes. This allows for many different possible character builds.

Players will increase their vigor and sorcery attributes when attacking monsters or enemies. This will in turn affect the other attributes.

Formula:
Each point of vigor / sorcery will require 20 points of experience to level up. The rules which governs the gain of attribute experience is described below.

  1. Attacking using physical / magical skills will increase 1 experience in vigor / sorcery
  2. Killing an enemy of physical type will increase 3 experience in vigor
  3. Killing an enemy of magical type will increase 3 experience in sorcery
  4. Killing an enemy of hybrid type will increase 2 experience in vigor and 2 experience in sorcery

Skills

Skills will be unlocked based on the character’s vigor and sorcery attribute.
The fury attack is a special attack which can be used when the fury meter is maxed out.

Skills list:

Name Requirement Cooldown Damage Description
Slash 10 Vigor 0.2s
Fireball 10 Sorcery 0.5s
TBC

Squad Party Members
TBC

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