Game Design Document Notes - Heaven's Lock Girls SCI-FI
Please note - use place holder images for now. Please just have the said place holder things just be generic shapes and images.
Also I will be noting some things down for myself if I have someone else reading this.
Core Combat mechanic - connecting hex gems together to perform attacks.
Hub area
The blue Squares are the battle parties to choose to show instead. No Star system. Have it where the player can click on the profiles to show the stats instead of having the stats cover the images like this.
Party members
1 - A team of 4 max, up to 12 slots of max loadouts for parties to have
2 - Each party member has the following stats;
1. HP (hit points)
2. Aura (protects HP from taking damage)
3. Aura Regen (the rate your aura refills per turn)
4. Aura Steal (the rate you steal aura when attacking for the amount of damage you deal)
5. Defense
6. Speed
7. Luck (which boost the chances of crits happening)
8. Unlucky (which is to subtract from your enemies luck)
9. SEB (Same element bonus which boost how effective said elements are)
10. AC (armor class; the action roll against said party member must go over the AC)
11. Weapon slot
12. Shield slot (can place weapon here instead)
13. Helm
14. Chest
15. Legs
16. Feet
17. Accessory
18. Affection Bar (once reaches 100% a "scene" plays)
19. Ability list (For said example; just have it be a text list of abilities with the bottom part being a back button and when the player however over said ability they're told what it does)
Quest
1 - Players must defeat the current quest before being able to move on.
2 - Once a quest is beaten the player gets loot drops that fill the bag
3 - Show the items that drop from said quest.
Example;
Inventory
1 - player can look at their inventory outside of combat in the main hub area
2 - a slot for weapons, armor, upgrade items.
Example;
Combat mechanics
1 - Turn order
2 - Connect gems and release; players cannot go over said gems more than once
3 - For each party member on their turn select 1 out of 4 moves to use their connected hex gems and select a target.
4 - Luck stat from said party member or enemy can cause the gem to crit
5 - animation plays then the attack is applied
6 - the gems restore and drop once they're used.
7 - Said element being used and dealing damage for the given move having it where if said target has an affinity for an element and it's weak to an element such as fire type move hitting a grass type then said damage is doubled and if it's opposite of effective then it's halved and if it's immune then it doesn't deal any damage to it.
8 - different rooms will have different gem rows and heights you can put in for the given fight.
9 - Each gem will feed into a moves power. Each gem should feed into the move by +10.
10 - Choose a target for said move before feeding gems into said move as well.
11 - End combat; enemies drop element XP according to their element and or elements.
12 - during combat storms can happen depending on the environment just by 10% chance (I'll adjust this myself if need be)
13 - storm caused abilities and or non-storm caused abilities can overlap.
14 - status types can be applied to a target; each status has an element it's related to and said status will nerf said damage by 0.5x said type and can boost said dmg into being a 1.5x
Example picture;





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