I am creating my documents like these in markdown format because I store them along with my code in my code repository; I’ve just learned that you guys supportt markdown, so that’s great Thank you Gamedev.tv!
My document is copied below and hopefully shines a bit of light on my game’s philosophies as well as a little peek into some more information about the game.
Health and Damage Philosophies
This document describes the philosophies that will be adhered to while building Project “Discord”.
Rogue-Like / Permadeath <-> No-cost save points
Score: 7
- Should be a cost to reclaim body/items. Unsure as to what. Probably “a” currency, but that could be gold or certain items. Could also be part a decline or increase in the player’s obligation bar.
- Respawn at set areas in the game world, near to where you died; Or, alternatively, the player’s “base”.
- No resurrection effects or anything like that.
No healing <-> Tons of healing
Score: 4
- Every class can have healing abilities.
- Healing will be based on a different stat, so will be necessary to focus to do “a lot” of healing.
- Healing skills take away damage output abilities due to limited ability slots.
- Healing will not be big numbers. It is expected the player receiving healing to also dodge or avoid attacks a little. Healing should not “heal through” damage output.
- Healing is mainly an out of combat skill.
1-hit Health <-> Unkillable
Score: 3
- Enemies will not have so much health that they take too long to die.
- Enemies will be “stupid” so that players can be tactical and take advantage of things like terrain or long-range abilities to take them down.
- Enemies will not have Armour (aka shield) but players will which will increase their survivability compared to enemies, though enemies will hit harder.
- Players will have similar health pools, but will have far more movement capabilities.
Easy combat skill <-> Hard-core combat skill
Score: 5
- The game should have deep character progression which will make combat seemingly easier as they get higher “level”.
- Combat itself should be rewarding.
- Combo abilities and player knowledge should be key to combat skill improvement.
- It should be possible to have competition between players as to what builds are best, how combat can be approached for certain creatures.
- Elemental damage types can be used in conjunction with the class to change playstyle a little.
- Variety. Balance. Not too easy, not too hard.
Relaxing combat <-> Stressful combat
Score: 7
- Should be active, but not stressful.
- Should not be stood still attacking and kill the creature.
- Combat should involve use of dodge & status effect mechanics.
- Combat should involve movement. Either avoiding enemy telegraphs or keeping the enemy at range.
No player upgrades <-> Everything is upgradeable
Score: 9
- Items should be upgradeable.
- Stats should be improved through items amongst other things.
- No levels, but player tiers (name tbd) should significantly improve overall power.
- Ability builds, while not a direct upgrade, will improve player’s capability.
- Player will only start with a select number of ability slots, increasing to 5 through progression.
- Progression should be tied to experiences, not how many creatures have been killed, or how much “farming” has taken place.
- Crafting should play a big role in upgradeability.
All Combat <-> All Story
Score: 3
- Combat will be heavily focused.
- Action Combat RPG (duh!)
- Should contain levels of competition for players.
- Story should be woven into the world but not shoved in player’s faces.
- World state changes should tell a story on their own.
- Daytime: Animals running around. Farmers need help dealing with them.
- Nightime: Ghosts are running amok terrorizing the world. Where are the ghosts coming from?