"No great mind has ever existed without a touch of madness."
~Aristotle

Saturday 4 February 2017

[冬の鎮魂曲] Zwei

In my now defunct Garou Central blog, I started an idea for a Marvel game. What this means is...

1. I needed the authorization of Marvel Studios in order to make my ideas real.
2. Much better for me if a certain Lee decides to endorse me. I mean, my ideas.

If I accidentally wind up anyone surnamed Lee, I apologize. After all, Lee is a commonly known surname shared by Chinese and angmohs alike. A bit like me saying there's definitely more than one lady named Lee Wei Ling.
I'm just doing this for fun, please don't sue me...
Houston, we have a problem...
...namely my self-perfectionist streak in doing things. You see, I always switch myself off when it comes to things I'm not interested in. Things which I am interested in, I'll never step on the brake. Sadly, this is also the reason why I decided to put my Marvel ideas on the back burner for now. The problem is never down to gameplay design. Rather, I have a problem with creating a decent plot. In other words, I'm not gonna do this.

Thanks (?) to Dee Kosh (?)...
...I stumbled upon an article concerning famous people. Because I feel that 'tis much better to let one's talent do the talking instead of the mouth, I decided to lead by example. Sounds like Captain America, huh?
Game rated M by ESRB for coarse language, mature themes, blood, and violence. No gore intended btw...

Explanation on general gameplay
Basic attack:
This attack can be chained up till 3 times by holding down the square button. At the same time, you can cancel this chain on the first or second hit. The third hit cannot be canceled. Fastest in both hit execution and recovery lag. Low hit priority (which means in the event of trading hits, basic attack will most likely lose out)

Heavy attack:
This attack cannot be chained. However, it can be executed together with your basic attack chain via a hit cancel (refer to above). Fast to come out like a basic attack with higher damage, but poor recovery lag. Has a higher hit priority than basic attack (which means in the event of trading hits, a heavy attack will always win).

Trigger effect:
Trigger effect can either be a direct damage hit, buff effect, or control effect. Unlike basic attacks and heavy attacks, the trigger effect differs from one character to another. Trigger effect has the highest priority.

Toggling between Metallurgy and Thaumaturgy:
During any combat, your character will be automatically in Metallurgy mode. Once the Chaos gauge is completely filled, your character can gain access to Thaumaturgy mode.

Metallurgy:
To say dwarves are incapable of magic is to invite their ire. Be they the seafaring brigands prowling the Endless Sea or the blacksmiths seen in the Greater North, the Homm' Eot possess the ability to work metal in ways unexplainable.
Metallurgy is the reinforcement of solid objects via sheer willpower. It is split into two types. Namely, physical reinforcement (where the object's durability is increased) and elemental reinforcement (where magic is fused into the object).

Thaumaturgy:
The elves are masters of magic, the very stuff of legends sung by wandering bards and local minstrels. Rightfully feared, the Homm' Nua are always more than capable of bending elements to their whims.
Thaumaturgy is the manipulation of natural elements in one way or another through imagination and the determination to make it happen. Unlike elemental reinforcement, Thaumaturgy is all about creating phenomena without any need of a medium.

Further details ahead

Plot twist: Like Archer, I rolled a 20 for Will save.


Basic attack:
While you can chain 3 hits in a row, it must also be stated that there is more than 1 manner of attack. Depending on the weapon used, the variation in attack can range anywhere from 2 to 4 (perhaps even more than 4). This is where the interesting part comes.

Whenever a basic attack combo is executed, no two identical hits can be chained on a consecutive basis.

For example, a longsword can execute 4 different hits. Namely, forehand slash, backhand slash, downward hack, and upward slash. Whenever you chain a combo, you cannot execute forehand slash twice in a row. The same logic applies to the other 3 types of basic hits.

Which hit will be executed in the form of basic attack/combo is totally random in nature. What this means is that you'll need to think on your feet. The reason why being that different hit will have different animation. As a result, the hit cancel will also work differently accordingly. In fact, you can only cancel the hit within the first half of the attack animation.

Heavy attack:
There can only be one type of heavy attack for any given weapon in the same manner which there can be only one. Heavy attacks can either be used to throw an opponent off-guard when trading hits (due to a higher priority than any basic attack) or to deal high damage (be it via a standalone hit or the last hit of any combo). However, it must also be noted that extent of hit priority differs from weapon to weapon.

Trigger effect:
Despite having the highest priority, the trigger effect is not the gameplay's equivalent of this guy. The reason why being two things:

1. Cooldown period.
2. Trigger effect results in hit points loss. At the same time, you cannot use trigger effect once your hit points reach 30% or less.

Chaos gauge:
Without Order, Chaos has no path. Without Chaos, Order has no life. Order is the vessel, Chaos is what resides within. Such is the relationship between body and soul, mind and emotions.
The Chaos gauge represents the mortal soul, emotions felt by all. Just as the power of Metallurgy is sustained by the physical body, the power of Thaumaturgy is sustained by emotions. Unlike the standard gauge system you see in action games, the Chaos gauge will not be reset once combat is finished. Rather, it retains whatever amount left till the next fight shows up.

During combat, the Chaos gauge will fill up gradually. Whenever you attack or suffer damage, the Chaos gauge will hit a brief spike in filling up. Whenever you perform a trigger effect, the Chaos gauge will be filled up by 3% of its maximum capacity. As a result (read: speed of gauge filling up), Thaumaturgy should not be seen as some kind of last resort tactic or super high damage desperation move (definitely not like this).

Once the Chaos gauge is full, you'll enter Chaotic mode where two options are available.

1. Letting it drain naturally. You deal more damage in this way.
2. Execute a Thaumaturgy power. Chaotic mode will end once you choose this option.

Next: Details on Focus effect, Self-heal, teleporting to Yggdrasil, and (hopefully) the stats which matter. Now if only I can rally my grey matter so that I can attempt a customisation system for Metallurgy and Thaumaturgy.

P.S: My dad is streaming his PRC vids while my sis is streaming her Korean vids. Which means I'm now facing two bandwidth gluttons for the price of one party bandwidth usage. For some funny reason, I really feel like a Japanese...

Yep, I've rolled another 20 for Will save. Do it like Archer, do it like Shirou.

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