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TechAssembly Game Design

Beasts and Items

Beasts (Mobs):

Each beast is unique and drops one of four unique items upon death. Killing a beast changes your Essence to either EVIL or GOOD. Every mob has a 30% chance to drop its body part item and 10% to drop its joker item.

  • Hermit the giant crab of the swamps (Killing it makes you GOOD and gives you 15KRM)
  • Apollo the Lion. King of the jungle. (Killing it makes you EVIL and gives you 30KRM)
  • Elwyn the unicorn of sunshine meadows. (Killing it makes you EVIL and gives you 15KRM)
  • Loxodon the elephant. Biggest of them all. (Killing it makes you GOOD and gives you 30KRM)

Body Part Items

Item Name Item Description Body Part Passive Active Cool-down
Hermit's Legs Hermit’s 8 legs can be used to help carry your burdens. Legs +30MS +20HP +5AR - -
Hermit's Shell Part of the shell of the giant crab “Hermit”. Used as body armor. Torso +35AR +60HP -30MS - -
Hermit's Eyes The player uses the crabs eyes as its own. Greatly increases the wearers precision but also makes him look ugly. [Active: “Behold”] Head +20BD The player extends his eyes seeing all the bad/good in this world and applying it to himself. On activation, for 7 seconds, the user’s Effective KRM(E-KRM) is multiplied by 1.5. - If the user is EVIL: for the effects duration, the users BD is increased by 0.25*KRM 24 sec
Elwyn's Tail Attach the unicorn's tail to your bottom Legs +10AR +15MS +2HPR +10BD - -
Elwyn's Heart You take the unicorn's heart and become a little bit unicorn yourself. [Active: "Neigh"] Torso +2.5HPR +50HP You shine like a beatufil unicorn. On activation you heal yourself and your allies for 10HP. If the user is GOOD: The user heals for additional 0.25*E-KRM 20 sec
Elwyn's Horn Your forhead is the new base for the majestic unicorn horn. [Active: "Ram"] Head +1HPR Rams the targets in front of you in a pipe/line AOE inflicting heavt damage to both you and your targets. Target damage: 60 + (0.5E-KRM). Self damage: 75 - (0.5E-KRM) 30 sec
Loxodon's Big Bones You attach some of Loxodon's large leg bones to your own legs. Making your kicks far more deadly but they slow you down slightly Legs -30MS +25BD +15AR - -
Loxodon's Ears Loxodon's big elephant ears help you defend yourself and help stay sharp in battle. [Active: "Perceive"] Torso +40HP +10AR +15BD +20MS The elephant ears help you hear and perceive the world around you better enhancing all of your senses for 5 seconds giving you additional 25MS, 5HPR and 15AR for the duration 20 sec
Loxodon’s Snout You carry Loxodon's 'trunk' and use it as a hose spraying 'water' all over. [Active: "Hose"] Head -30MS +20HP +2HPR You spray water in a large half circle AOE. You dmg ALL targets inside the AOE for 30 Dmg. - If you’re EVIL: Every enemy target you hit is slowed by 50MS for 2.5 sec. - If you're GOOD: every ally hit with "Hose" is healed for the same value instead of damaged. 15 sec
Apollo's Soft Paws You gain the lions agility and flexability. [Active: "Stalk"] Legs +45MS +20HP +5AR As a lion would, you stalk your pray before jumping in for the kill, for 5 seconds you render yourself invisible but become 50% slower. 25 sec
Apollo's Fang You use one of Apollo's terrifying fangs as a weapon in combat. May make you a bit too confident about yourself Torso +45BD -40HP. If youre GOOD: you gain additional (0.25*E-KRM)BD. If youre EVIL: For every EVIL team mate you have you gain +10MS and +5BD - -
Apollo's Skull You wear Apollo's huge skull on your head making you look like a king Head +20AR +35HP. If youre EVIL: +(0.15E-KRM)AR +(0.15E-KRM)HP +1.5HPR. If youre GOOD: +(0.25*E-KRM)BD - -

Joker Items

Item Name Item Description Passive Active/Additional Effects Cool-down
Hermit’s Claw Hermit’s big claw. Used to pincer enemies and inflict high melee damage. (It's also quite heavy to hold) [Active: “Pincer”] -55MS +5AR +25BD Pincer attack in a short cone AOE in front of the user that deals 15 + BD Damage. If the user is EVIL: AOE is twice as big and (0.25 * E-KRM) dmg is added 35 sec
Apollo's Mane You wear the lions mighty mane as if you were the king of the jungle. [Active: “Rawr”] +80HP +2HPR +5AR +20MS +10BD You rawr like a mighty lion. You and your team multiply your E-KRM for 7 sec (If youre GOOD: multiply by 2, If youre EVIL: multiply by 1.5) 40 sec
Loxodon's Tough Skin You wear the mighty elephant's skin as a cape around your body making yourself a human tank +100HP +35AR -25MS If youre GOOD: Loxodon's lust for killing is seeping in to you and you gain +20BD. If youre EVIL: you feel one with Loxodon the evil elephant and gain additional +30HP and 10AR -
Elwyn's Hoofs Attach Elwyn's magical hoofs to your feet [Active: "Gallop"] +50MS The magical hoofs make you feel light as a feather and you jump 5 meters forward to the direction youre facing. If you're GOOD: Jump twice as far (and over walls). If you're EVIL: Upon landing you do 30 + (0.3*E-KRM) Damage in a circle AOE around yourself. 14 sec

Item Looks

  • Hermit’s Legs - Eight crab legs around your whole lower body instead of human legs.
  • Hermit's Shell - Just 2 sided (front and back) body armor the color of Hermit.
  • Hermit’s Eyes - Two big crab eyes pointing out of your head. ("Behold" animation should extend the eyes even further and add a dark/purple aura around the character).
  • Hermit's Claw - Big red crab claw that is held by the players arms. ("Pincer" animation should be a big red claw closing iteslf infront of the player (or further away depending on the active effect)
  • Elwyn’s Tail - Just a white horse tail hanging from the players butt.
  • Elwyn’s Heart - A big red bulge on the players chest + redish/rainbow aura around the character. ("Neigh" animation should be a large rainbow/redish pink aura around the player and affected players also shining)
  • Elwyn's Horn - A white horn coming out of the players head. ("Ram" animation doesnt add any effects beside throwing the player in the direction hes facing)
  • Elwyn's Hoofs - Makes the players feet larger and horse like. ("Gallop" animation should just look like a jump. the aoe of the landing should just look like the ground around you is rising slightly then settling back down)
  • Loxodon's Big Bones - Whitish bones around the players legs and feet.
  • Loxodon's Ears - Big grey elephany ears around the players body. Kinda like wings but curled around his body. ("Perceive" animation should extend the ears sideways and add a grey aura around the player for the duration)
  • Loxodon's Snout - Just an elephant snout coming out of the players face. ("Hose" animation should look like water is sprayed in a half circle)
  • Loxodon's Tough Skin - Grey elephant skin all over the player (at least on torso).
  • Apollo's Soft Paws - Lion/cat paws for feet. ("Stalk" animation should just make u half invisible for allies and completely invisible for enemies)
  • Apollo's Fang - Big fang held by the characters hands.
  • Apollo’s Skull - A scary lion skull on top of your head like a crown or over your head like a mask.
  • Apollo’s Mane - Large lion mane of hair around the neck and upper body. ("Rawr" animation should make you shine in golden colors)

Character Stats

Base Character Stats:

  • Health (HP)
  • Health regeneration (HPR)
  • Movement speed (MS)
  • Armor (AR)
  • Base Damage (BD)
  • Essence (ESN)
  • Karma (KRM)
  • Effective Karma (E-KRM)
Stat Name Base Value Min Max Affected By More Info
HP 100.0 0 - Items and effects -
HPR 0.5 0.5 10.0 Items and effects The player regenerates (HPR) HP Per second. If the user is below 75% HP, HPR is lowered by 25%. If the user is below 50% HP, HPR is lowered by 50%. If the user is below 25% HP, HPR is lowered by 75%.
MS 100.0 25.0 250.0 Items and effects -
AR 0 0 100 Items and effects Incoming damage is reduced by the players AR (If inflicted dmg = 60, and AR = 30 => dmg * ((100 - AR/2)/100) => 60 * ((100 - 30/2)/100) => 60 * (100 - 15/100) => 60 * (85/100) => 60 * 0.85 => 51.
BD 10.0 10.0 - Items and effects Basic unarmed attack will inflict BD value. Some items can use the players BD to determine their effects damage.
ESN NEUTRAL - - Only affected by the players actions Every player's Essence starts as NEUTRAL (level 0). During the game you can become GOOD/EVIL (level 1) and the more Karma you get after that levels your Essence up and you become either GOOD -> BENEVOLENT -> RIGHTEOUS -> DIVINE OR EVIL -> MALICIOUS -> NEFARIOUS -> SINISTER. (Further explenation on Essence section in 'Overall Game Design')
KRM 0 Depends on ESN 150 Only affected by the players actions KRM value is determined by the actions of each player/team. For example, hitting an ally will always reduce KRM while hitting/killing an enemy always gives you karma. Killing different types of mobs can also give KRM. KRM value also impacts the effects/effects-stats for the better or for worse depending on the item. Upon death karma resets to 0.
E-KRM 0 - - Affected by KRM and item effects E-KRM is the total amount of Karma you have right now including all the item buffs you currently have.(See further info below)

Effective Karma

Many items and effects in this game affect the amount of Karma you have. Many items and effects in this game are affected by the amount of Karma you have. In order to keep track of original KRM value for a player we need an additional stat called Effective Karma (E-KRM).

How it works

Lets say, you currently have 75KRM and you use "Hermit's Eyes" Behold. Your Karma is supposed to be multipied by 1.5 but it does'nt. Your E-KRM will hold the multiplied value -> 75 * 1.5 = 112.5 (112.5 - 75 increase => 37.5 increase). Your Essence level wont upgrade to level 3 because your basic KRM stat still has'nt reached 100.
When Behold effect runs out you lose the 37.5 increase in E-KRM you originally got.

Game Modes

  • Battle Arena
  • Deathmatch

Shared Rules

  • Every player has 4 item slots. Legs slot, Torso slot, Head slot and a joker slot.
  • Players cant have more than one item on the same slot.
  • If a player manages to obtain all 4 unique beast items for one specific beast he transforms into that beast.
  • Once a player transforms he can choose to undo the transformation but he discards that beasts joker item.
  • When a player dies he drops one of his four items. If he is transformed he doesnt lose any item.
  • When a player gains enough Karma he levels up and now has a new Essence (see Essence section below).

Battle Arena

Game Rules

  • The game timer counts down to 00:00 from 30:00 min, when the timer hits 00:00 the game ends.
  • Each team has 3-5 players (6-10 players total).
  • 4 unique magical beasts are spread around the map.
  • Killing a beast makes it drop one of its 4 unique beast items.
  • Being GOOD/EVIL is decided by first beast killed at the start/after REPENTANCE (Killing Loxodon / Hermit item makes you GOOD if youre NEUTRAL and Killing Apollo / Elwyn makes you EVIL if youre NEUTRAL).

The team that manages to fulfill either of these conditions first WINS THE GAME:

  1. Transform into all 4 unique beasts.
  2. Transform to more unique beasts than your opponents when the timer ends.

If none of these conditions separate the two teams the game ends and counts as a draw.

Deathmatch

Game Rules

  • The game timer counts down to 00:00 from 15:00 min, when the timer hits 00:00 the game ends.
  • Each player for himself (4-10 players).
  • Random Beast items are spread all over the map for anyone to pick up.
  • Being GOOD/EVIL is decided by first Beast item picked up at the start/after REPENTANCE (Picking up Loxodon / Hermit item makes you EVIL if youre NEUTRAL and Picking up an Apollo / Elwyn item makes you GOOD if youre NEUTRAL).

The player that manages to fulfill either of these conditions first WINS THE GAME:

  1. Get 30 kills.
  2. Transform into all 4 unique beasts.
  3. Get the most kills in set time.

If none of these conditions separate the players (2 players can have the same amount of kills for example) then the player that has transformed to more beasts wins out of them. If even that can not seperate between them then they both win.

Overall Game Design

This File is for additional information about the mechanics, design, flow, and dynamic of the game.

Essence & Karma system

'Essence' is this game's level/experience system. Just like experience and levels in other games in this genre, essence gives you something that you cant really "lose". Unlike beast items (if youre not transformed). Having some sort of property to gain during the game that cant be taken away from you gives you a feeling of satisfaction. The enemy can kill you over and over again and take all of your items but no matter what they cant take away your Essence buffs. If you play well enough to get high essence levels, the game rewards your good play by making you stronger without giving your opponent something to take away from that.

Essence rules

  • At the start of the game all players essence is NEUTRAL (level - 0).
  • Killing Hermit or Loxodon makes you GOOD (level - 1)
  • Killing Elwyn or Apollo makes you EVIL (level - 1).
  • After you become GOOD/EVIL you CANNOT CHANGE BACK to being the opposite.
  • If a player accumulated 50 Karma he becomes BENEVOLENT/MALICIOUS (level - 2) respectively.
  • If a player accumulated 100 Karma he becomes RIGHTEOUS/NEFARIOUS (level - 3) respectively.
  • If a player accumulated 150 Karma he becomes DIVINE/SINISTER (level - 4) respectively.

Essence upgrade buffs:

  • Level 1 (GOOD/EVIL): +25HP, +0.5HPR, +2.5AR, +5BD.
  • Level 2 (BENEVOLENT/MALICIOUS): +50HP, +1HPR, +7.5AR, +12.5BD, minimum KRM: 25.
  • Level 3 (RIGHTEOUS/NEFARIOUS): +75HP, +1.5HPR, +12.5AR, +20BD, minimum KRM: 50.
  • Level 4 (DIVINE/SINISTER): +125HP, +2.5HPR, +22.5AR, +35BD, minimum KRM: 100.

Repentance

At any point of the game a player can choose to Repent. Doing so will turn him NEUTRAL and he losses all his Karma and Essence buffs. This is for someone who wants switch between being GOOD/EVIL.

Karma

Karma and Essence are similar but still different. You gain Karma -> you get stronger and scale later into the 'late game'. You gain Karma -> you level up your Essence and that makes you stronger. The difference is Karma is meaningful but it comes and goes, you dont really keep much attention on how much Karma you have, its more of a means to get an objective rather than an objective itself. You do keep tracks on your essence level and working towards that objective that makes you indefinitely stronger. Unlike Essence, some Karma can be taken away when you die.

How Do You Gain Karma?

  • Killing Hermit gives you + 20 KRM (and makes your Essence become GOOD if youre NEUTRAL).
  • Killing Elwyn gives you + 20 KRM (and makes your Essence become EVIL if youre NEUTRAL).
  • Killing Loxodon gives you + 40 KRM (and makes your Essence become GOOD if youre NEUTRAL).
  • KIlling Apollo gives you + 40 KRM (and makes your Essence become EVIL if youre NEUTRAL).
  • Damaging an enemy increases KRM by 1.
  • Healing an ally increases KRM by 3.
  • Killing an enemy increases KRM by 10.

Game Flow

Karma is the property that scales you up and makes you stronger in this game. Karma is somewhat like attack damage (AD) or ability power (AP) in other battle arena games like LoL and DotA2. Items and levels in those games help increase your AP/AD. With higher amounts of AD/AP your basic attacks and skills scale up and become stronger. This creates a nice dynamic in the game. You have lower amounts of ap/ad/karma at the start and along the games progression you rack up karma/essence and start dealing more damage and feeling stronger.

The game flow for player X should go something like this:

  1. Player X wants to be EVIL/GOOD this game.
  2. X goes to a EVIL/GOOD Mob camp with a team mate or two. X gets the last hit on it and he becomes EVIL/GOOD and gains an item and some Karma.
  3. X goes to fight some enemies with his team mates in order to gain map control over the other EVIL/GOOD Mob camps. He plays well and manages rack up 50 Karma to gain level 2 Essence. He becomes stronger.
  4. Player X goes back and forth between fighting/killing the enemies and killing more mobs to gain more items and Karma/Essence levels.
  5. Player X outplays his opponents and leads his team to take the final objectives. Either find the last beasts body parts in order to transform into all the beasts. Or manage to kill all of the opponents before any of them can respawn.
  6. His team WON THE GAME!

Transformations

When a player has on him all 4 items for a specific beast he transforms into that beast Whenever a player transforms all players get an indication of it happening. (a loud rawr/neigh/chirp/trumpeting by the beast he transformed into and an indication that the opponent/team-mate has completed transformation for that beast is highlighted). If a player goes back from his transformation he losses the buffs. Transforming into a beast gives you the following buffs:

All transformations:

  • He gains that beasts joker item as well

Hermit transformation:

  • +50HP
  • +2.5HPR
  • +20MS
  • +50AR
  • +35BD

Elwyn transformation:

  • +105HP
  • +1.5HPR
  • +55MS
  • +15AR
  • +15BD

Loxodon transformation:

  • +120HP
  • +4HPR
  • +25AR
  • +15BD

Apollo transformation:

  • +45HP
  • +1HPR
  • +15AR
  • +25MS
  • +50BD
@gioragutt
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Couple of points.
First is Inconsistency - GoE & Karma Taxes/Bonuses and Beasts (Mobs) specifies different Karma gain values on mob kill
Second - If the only way to get items is by killing the Big Mobs (Elwyn, Apollo, Sheller and Loxodon), what other ways of getting stronger do players have?

@EyalRuf
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EyalRuf commented Nov 8, 2018

@gioragutt
Right, fixed the inconsistencies.
Well, killing a player that has at least one item makes him drop it + you get Karma for the kill and damage you did to him.
Not only you weaken your opponent but also gain an additional advantage.

Might be necessary to add experience and levels to build apon that though, what do you think?

@gioragutt
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@EyalRuf yeah, I totally agree with experience and levels.
This could also be a mechanism to gradually increase maximum bounds of stats,
Amounts of base stats, and etc.

Regarding killing and dropping an item - yeah, that seems like it could work.
Basically, like GOT, the game will be mostly PvP oriented.

That will be interesting, since we ARE taking some guidelines from LoL, where PvE is a big chunk of the game, and it'll be interesting to see how a PvP oriented approach will work.

Gj on the doc. I'll make sure to re-read it to get all the details.

@EyalRuf
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EyalRuf commented Nov 9, 2018

@gioragutt The game will be mostly PvP but i dont think it will be fighting just for the sake of fighting.
The main objective for your team is to gather all beasts before your opponent so even though there will be a lot of fighting amongst the players i would say the PvE part and objective are just as important.

And alright, ill try to work a level system into the game over the weekend.

@EyalRuf
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EyalRuf commented Nov 9, 2018

@gioragutt Added 'Essence'.
I think it could be a really cool twist on levels/exeprience.
Helps each player grow stronger without relying on what items he has + his Essence level cant be taken away upon death.

@jlevertov
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jlevertov commented Nov 10, 2018

I like the change in the name of GoE to essence
But, I would remove effective karma,
We can explain that there is the basic karma a player has, with which a player starts his game, and during the game the player's karma can be >= to basic karma
We'll use the basic karma to determine the level of the player etc.

@orenkoren
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"Item looks" is not something we can make up. I think a part of this work should be researching correct models available in the asset store.

@EyalRuf
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EyalRuf commented Nov 24, 2018

@orenkoren Yeah i know its all just unrealistic products of my imagination. I understand if at the end of the day well need to go in another direction.
But in the meanwhile i Added the Repentance feature to Overall_Game_Design.md and added a Game_Modes.md file. Take a look @gioragutt , @jlevertov

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