ATB Pokemon Design Document

Mechanics needed

Capture

Six party System

Move list limit

Items in battle

Enemy encounters

Creature Stats/ status

Level

HP (hit points)

MP (magic points)

Endurance - size of ATB bar

Attunement - a limited list of moves (every 10 stat points = 1 new move said creature can learn)

Strength - physical attacks

Nimble - avoid damage

Dexterity - improves your attacks magical and physical chance to land

Body - physical defense

Willpower - resist magic

Spirit - magical defense

Mind - magic attack

Focus - mana regen amount per second

Agile - affect ATB bar fill

Luck - Improves damage

Creature Nature - effect the creature's stats

Multiple abilities - passive things that trigger for the creature

Hold multi-item types; weapon, shield, accessory and consumable hold-able items.

Weight and height

Capture rate

Able to evolve if X condition is met

Possible status conditions a creature can have

Burn - deal fire damage overtime unless hit with a water move.

Confused - will hurt itself, do nothing or hurt an ally at random until it stops being confused.

Acid - will deal damage through armor and strike hard

Hopeless - magic dealing extra damage and 25% less likely to land

Hopeful - magic dealing 25% less damage and less likely to land

Said status conditions have a fall off condition after x time during the battle.

Battle mechanics

STAB - same type attack bonus

Viewing battles

Your side on the left and the other side on the right

Typing advantage and disadvantage

Type 1 & Type 2

Other move related mechanics

Moves with two types

Move XP and leveling up moves

Attack moves have half states where a move can deal half damage if it grazes the enemy, this condition only triggers if the attack check is 50% to 99% as of landing

If equal to or above the given dodge of the creature.

Moves have miss changes

Each move has it's own Crit amount

Multi-hit moves which means a move hitting more than once

Move attack types;

Slash good against non-armored enemies

Bash good against armored enemies

Poison which deals damage if made contact

Party system

6 creature party system

Switch creature positions in party

Choose creature before going into battle, meaning you choose which creature to throw out

Switching creature's into battle and out of battle

Inventory system

A bag system like Pokémon with each different slot

Level up

XP used to level up the creature.

Stat points used on said creature you're leveling up

Moves used outside of battle

Example of moves

Headbutt used on trees

Sun rise used to make the sun rise for x amount of time for whether change to said room.

nesting on eggs used to help them hatch faster

Encounter

An encounter bar that fills up before an encounter happens and the encounter bar cools down.

Picking up items off of the ground

Fishing encounters

Digging into the soil to trigger an encounter

Pulling plants out of the ground to trigger an encounter

Change of whether changing encounters

Capture device

a device that is similar to a Pokeballs  but a non-consumable device that let's you capture creatures but has limited energy and limited uses before it needs to be recharged.

A consumable item can be used as a one time use to power up your device.

The player able to put different modifications on said capture device to change how their captured creature's feel like making your creatures more happy with a happiness mod chip.

Shop systems

General store - A shop where you buy things like batteries to charge up your capture device.

Pawn shop - A separate shop where you sell things.

Medical center - have to pay to heal up/ remove status effects on your creatures.

Pet shop - place to buy creatures

Blacksmith - a place that sells weapons and armor for your creatures.

Creature daycare system

To drop creatures off at and time based for cost depending on how long you leave them there.

Move disk

An empty disk you upload a move onto that you download from scanning a creature and uploading the move onto the disk.

Different NPC types

Trainers - other people you can battle, however; won't have the same creature as before and you're able to re-challenge if you wait a bit.

Gym leaders - just like Pokémon for leaders you battle and are given a badge.

Defeating trainers and Gym leaders have them drop money.

Rest spots - NPCs  that will let you rest up your creatures.

People to trade creature's with

Bad guys - which these are trainers but have more than just six possible creatures for the given encounter

Options

Save and Load

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