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Published byNathaniel Rose Modified over 9 years ago
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Game Mechanics
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Genre Extends traditional turn-based strategy style gaming with time restricted turns and realtime fighting mechanics.
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Contents Fighting Combo/Attack Tree C/A Tree - Battle play mechanics Mockup ”Timed turns”-based
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Fighting Combo/Attack Tree C/A Tree - Battle play mechanics Mockup
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Combo/Attack Tree The attack tree is a dynamic multi-way tree of connected attacks composed by the player. An attack has the following properties A level indicator or attack-type identifier An attack in game is represented by battle chips
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Combo/Attack Tree – Contd. An attack tree is a multi-way tree where each node’s depth represents the level. A B D C FE Level 0 Level 1 Level 2 In the figure above the following attacks can be performed: A A->B A->C A->B->D A->B->E A->B->F
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Combo/Attack Tree – Battle Play Mechanics An attack (battle chip) may have several output links. A link allows the attachment of a +1 level higher battle chip A link enforces the following requirements when attaching a battle chip: The link must be assigned an attack key/button. This is chosen by the player. The attached battle chip’s level must be exactly +1 level higher. Some battle chips have special link requirements Any attached battle chips must be of a specific kind, i.e. gun (ranged) or saber (melee). 1 Level indicator Output link A Assigned attack button 2
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Combo/Attack Tree – Battle Play Mechanics - Contd. Some battle chips have special parent link requirements In the example to the left the player has attached an “Air Slash” battle chip to the “Upper cut” battle chip and the button A to trigger it. The “Uppercut” attack launches the opponent into the air. Since the “Rolling Air Slash” attack is an airborne attack the player must first be airborne before the attack can be initiated. This enforces an additional button press to its parent link, namely the jump button. N Output link A Assigned attack button N+1 Battle chip: Uppercut Battle chip: Rolling Air Slash JUMP+
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Combo/Attack Tree – Battle Play Mechanics - Contd. There are two types of special battle chips, the wildcards and the finishing moves. Finishing moves These chips can be attached to any battle chip (except for wildcards). These chips are finishing moves and ends the combo but in turn deals massive damage. The damage output is affected by the combo count.
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Combo/Attack Tree – Battle Play Mechanics - Contd. Wildcards The wildcards can be attached to any battle chip (except finishing moves). Wildcards have exactly one output link and it must be assigned to an existing level 1 battle chip in the tree. No attack button can be assigned, it will have the same attack button as for the selected level 1 battle chip. This allows for cyclic graphs => virtually infinite combos. Level 1 Level 2 Level 3 AA C B * Wildcard battle chip
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Combo/Attack Tree – Battle Play Mockup Initial pose Idle AAB Attack tree root Thrust Slash Rolling axe kick Current position in hierarchy
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Combo/Attack Tree – Battle Play Mockup – Contd. Currently only one attack can be initiated from the root When the player presses attack button A to initiate the attack… For every attack that is performed a special time bar widget appears showing the remaining animation time for the attack (Appears only if the current attack branches). AAB Attack tree root Thrust Slash Rolling axe kick Current position in hierarchy Time into the animation A Pressed The thrusting attack is performed
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Combo/Attack Tree – Battle Play Mockup – Contd. AAB Attack tree root Thrust Slash Rolling axe kick Current position in hierarchy Time into the animation Attack The player character’s current state, thrust, branches into two different attacks. The input for initiating a connected attack must occur during a specific time window. The time window is active during 80-95% of current animation. Since attack button A was pressed the player character will start performing the slashing attack. A Pressed
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