Join game
Players can choose to join a game already hosted by another player or host one themselves.
Test: (Join Game)
Host:
- The player should be a person who has some experience with network games.
- The player should be able to understand configuration options for the server.
- These should be presented in a simple and clear gui.
Join:
- The player should be a person who has some experience with network games.
- The player should be able to understand connection options (IP, PORT, PASSWORD) .
- These should be presented in a simple and clear gui.
Pick/Customize character
The player can choose to pick a premade character or to customize one. The characters have three different body types agile, strong and resilient and are available in both male and female form. The body types will affect the stats in the following ways:
Resilient
- Movement: medium
- Attack: weak
- HP: high
Strong
- Movement: slow
- Attack: strong
- HP: medium
Agile
- Movement: fast
- Attack: medium
- HP: low
The player can also equip armor and weapons that not only have an impact on attack and defense stats, but also give the player access to different types of attacks and effects.
The weapons are divided into the following categories:
Melee (1 hand + shield, 2 hand)
Type of attacks/actions for melee weapons are Swing, Chop, Stab, Heal, Parry, Block
Ranged (Throw, Mortar, Ray)
Type of attacks/actions for ranged weapons could be AoE damage, Heal,
Effects
E.g. Crowd control, Buff, Debuff, Heal
The characters and their equipment will follow the surreal art style that characterizes the game. Weapons and armor look like they've been assembled from junk that could be found on dumps or other forgotten places.
Test: (Pick/Customize character)
- The player should be able to select different body types.
- The player should be able to select different equipment and tools for his character.
- Information about body types, equipment and tools should be available and presented in the gui.
- A customized character can be saved to a template.
- A customized character can be loaded from a template.
- Both premade and user-created templates can be selected and loaded.
- Everything should be presented in a simple and clear gui which the player should be able to understand.
Attack/Defend/Move
The combat system in the game is quite unique. Mouse movements will be translated to attacks in the game. For example pressing the left mouse button and drawing a half circle on the screen will have the character perform a swing attack that corresponds with the direction the mouse was moved in.
The core of the combat system is the ability to react, predict and counter other players' actions.
Test: (Attack/Defend/Move)
- A player should be able to see and counter an incoming attack. Example: "Player A" sees that an opponent is Drawing a mouse movement that will translate into a Swing attack from the left. "Player A" Draws a mouse movement that translates into a Parry in that direction. The attack is parried and "Player A" gains a slight advantage as the opponent is temporarily stunned.
- The attack speed in the game should feel fast but still controllable.
- The characters movement speed should be fast enough to keep a good pace in combat while at the same time make a clear difference between the different body types.
Capture zones
Each level with this game mode contains a certain number of capture zones. These can be captured by players if they stand within the zone for an amount of time. Every interval the capturing team gets capture points according to the following formula:
(Number of players from Your team in the zone) - (Number of players from the other team in the zone)
No team can get less than 0 capture points in a zone. When a team has enough capture points the zone will be theirs until claimed by another team and during this time it will generate score for the team that owns it.
Test: (Capture zones)
- Players should understand the mechanics and the meaning of the capture zones.
- Players should be able to capture a capture zone.
- Players should understand when they have captured a capture zone.
- Players should understand when they have lost the control of the capture zone.
- Players should be able to see and understand the state of conflict over a capture zone (which team is capturing the zone and which team is losing the zone).
- Players/teams should be able to gain points by controlling a capture zone.
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