Wednesday, February 26, 2014

2/26/14 Update

Rahee Mehra and I have created monster statistics for the monsters for three of the Islands.

MONSTER DOCHealthAttack DamageWeaknessAttack Pattern
Tutorial Island:
Blob (Use stock)
Bat (Use Stock
Spider21FireWalking Towards Hero then backing off if it hits the Hero
Lungfish31WaterSlow walk towards Hero. Continuous walk not like the blob.
Boss: Bone Shark10.5 (Ranged)N/AThrowing bones for ranged attacks. Shoots 1 bone every 2.5 seconds. Shoots a burst with a slight scatter every 7.5 seconds. Makes a series of 3 bone walls with a gap every 30 seconds. Repeat pattern. Do not have the shark shoot bones during the bone wall phase.
ISLAND 2
Market Island:
Guard (Meele)31Fire, LightningWalking towards Hero, jabbing spear.
Guard (Ranged)21Fire, LightningShoots arrow every 5 seconds. waits 2 seconds to reload.
Guard (Magic)1.51Fire, LightningShoots Fireball every 5 seconds. waits 2 seconds to recharge.
ISLAND 3
Desert Island:
Condor1.50.5Lightning, ArrowInfinity sign
Cactor2.5 (Can get hit by multiple pins like a shogun)FireHops in a random direction then shoots in 8 directions every 5 seconds
Angsty Camel4Watergun (Ranged) .5 Kick 1IceWalks toward Hero. Stops then spits every 4 seconds. Kicks in close range.
Dust Devil0.51.5 (Slow short-range tornadoes)MagicMove in random direction; stop; shoot 2 in opposite directions repeat. Slow to move.
Boss: Sandpit Ant151WaterSpawn Dust Devils; Quicksand Pit (Large); if hero gets too close, chomp and then gets knocked back.

The islands did not have any monsters in the initial document so I asked our design head Sara Detrick to go ahead with this. I paired up with Rahee because he has ran Dungeons and Dragons campaigns and other roleplaying systems and he understands how to create monsters and encounters for the heroes to fight.

Working with the art department, I showed them my maps for the first 2 islands, the Tutorial and Market Island. I will get the screenshots as soon as possible. 

This part I wanted to leave out as little to the imagination as possible and there would be few discrepancies so there was a uniform idea on how the game will look. 

Working with the programming department, I wanted to see how programing the enemies would be done. The goal was to understand what their statistics where and how they moved. Once I seen how that worked out, I made a new section int the Monster Doc for attack patterns to have a unified idea on how they will interact in the world.

Wednesday, February 5, 2014

Sunday, February 2, 2014

Combination Ideas

          After the pitches were finished, it took some time to figure out how to combine the ideas and keep consistency. I finally came to an idea that can combine similar ideas.

1. Story (Sara Detrik) - I figured that Sara had the most story potential. The two opposing guilds seems like a great place to integrate multiple pitches. What I was thinking was having the same guilds and the Witch summons the Lords of the Undead be the bosses in the arena with the occasional Champion of the Thieves Guild jump into the arena to try and finish off the mage after being tired out.

As for the rest of the story, I was thinking somewhere along the lines of when the Witch resurrected the dead, she shattered the country making it into an archipelago. This opens the area to a Semi-Open World environment where the mage can go from island to island going to the arenas. Each arena has a town that has an arena in the country side that is over watched by an Undead Lord where they are to protect spell components that are able to defeat the witch.

2. Traveling the Map/Open World - Taking hints from Windwaker, Matt's ship building and repair scenario is a great way to open the world up and encourage overall exploration. Perhaps at certain islands, the player land on rocky shores and must go into the wilderness to get the materials required to fix it. Fixing it is no problem because the player is magic and can will it to be fixed.


3. Zombies (HORDE MODE) - Certain islands are zombie breeding grounds but the player doesn't know that yet. when the player enters a town, they suddenly get trapped and must fight their way out to get to the arena and back to the ship.

4. Puzzles - As Sam Brown said, I am liking the idea of puzzles. Maybe a time phase spell can get through certain areas or lighting certain torches gives certain secret doors. I thing that the open world and puzzle idea should combine to make a more developed level design for the game.

5. Combat - I am ditching the entire idea of being trapped in an arena and favoring the more open world. I do want to keep the spell combination idea. The way to make spells is in the ship and at the arena. As for other weapon ideas, different staves will grant different delivery options such as a beam or extra area of effect.