CGD Week 3 – 4: Elemental Combat Rework: Structuring Strategy & Roles
Iteration of Elemental Combat Mechanics
After communicating with the programmer, we further refined and iterated
on the Elemental Combat Mechanics. Through discussion, we concluded that
allowing all types of attacks to trigger elemental reactions would lead
to chaotic gameplay and be technically difficult to implement.
Therefore, we decided to divide character abilities into four distinct
categories:
- Light
Attack (Left Click)
- Heavy
Attack (Right Click)
- Special
Ability
- Special
Movement
- Throwable (only
this type can trigger elemental reactions)
Character Roles and Ability Design
Each character was designed with a unique ability combination to
reflect their role. For example, the Water character is a frontline
fighter:
- Their
light attack focuses on close-range combat.
- Their
heavy attack pulls enemies closer.
- Their
special movement is a dash that helps quickly and continuously
close the distance.
- Their
throwable creates an area that slows enemies.
- Their
special ability is a healing skill, providing strong team
support.
Ability Balancing Considerations
We also made sure to address game balance. For example:
- The Water throwable has a weaker slow effect, so it covers a larger area.
- The Fire throwable deals direct damage, so it's medium-range.
- The Wind throwable combines damage and crowd control, so it's short-range.
Elemental reaction effects are also balanced using area size and duration:
- Ice Wall can block attacks, so it has moderate range and duration.
- Smoke Area only obscures vision, so it has a large area and long duration.
- Fire Tornado deals strong damage and control, so it is limited to a small area and short duration.
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