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

Shop Hub Area
When in a shop the layout like this;
Then for said items to buy; have it where the player can filter by class and element for said weapons.



Quest area to quest

The idea being areas being connected for points the player clicks on to go to the next mission and have each mission be locked until you beat the mission from before.

When clicking on the mission show what they'll obtain before going into battle.


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)




Enemies
1 - Have the same kind of stats as your party members and even ability list expect for affection stat.
2 - Dead enemies drop element XP
3 - Enemies can have the same kind of ability
4 - Enemies can also use said hex gems as well

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;

For the said system have it where you put the mouse over a single girl you see their HP bar and not a collective HP share like this.

For moves being shown when the girl is clicked on like this;
Move Types
1 - Status moves
2 - Damage moves
3 - Swift moves
4 - Moves will be able to be more than one type for these
5 - a move can have two elements

Abilities
1 - Berserk; if HP half or less this will deal double damage
2 - Sniper; Status moves have 1.5x the accuracy
3 - Inner flame; Fire type moves she cast deal 1.5x dmg
4 - Snow storm; when starting battle snow storm happens and rains down on everyone damaging them and increasing the Armor Class of all ice types by 1.5x as long as the snowstorm is active, snowstorm only last 5 rounds.
5 - Angelic Bubble; all healing moves she cast heal for double.
6 - Sandstorm; increase all earth types on the field by 1.5x as long as the sandstorm is active and deal 1/16TH of HP damage to every non-rock type on the field. This last 5 rounds.
7 - Firestorm; deals 2/16 of dmg to HP of non fire types on the field. This last 5 rounds.
8 - Deathstorm; deal 1/16 of dmg to all dark types on the field, said dark types also deal 1.5x dmg while this is active. This last 5 rounds.
9 - Lightstorm; restore 1/16 of HP to all light types. This last 5 rounds.
10 - Tomb; ignore defense boost when using spirit type moves.

Element Philosophy

Design notes for myself, don't mind me down here.

Fire - Aggressive, hard hitting, do or die attacks.

Earth - Rock, defensive

Water - going with the flow, buffs, etc.

Light - helpful, angelic and restore

Dark - destroy, corrupt and harm

Normal - generic, deal dmg

Spirit - tricky and bypass

Wind - Dodge, speed, hit fast

Magic - boost magic dmg and utility of tricks basically

Comments

Popular posts from this blog

Psychological manipulation #2 Big numbers

Power Creep

Deck Size matters