• Pivots:

  • Roadmap

  • Asharena

    Ancient warfare environment.

  • Jagged7

    Modern warfare environment.

  • 2 Tactical gameplay styles:

    • Large scale: Battle Academy, Large Grids and the Blob Abstraction
    • Small scale: Small Grids. Individual/supported spatial movement and attack
  • Party-based rogue-like:

    • Individual Fog of War (Shared fog of war knowledge), Fog Landmark/detect markers, and Fog of War without distance fadeoff

    Evolution of Movement styles:

    • Rogue Single-Step Movement with auto-AI followers/shooters (for ease of party movement/exploration). Mainly good only for top-view. Keyboard movement system.
    • Single Initiative Tactical Turn Movement region (for best individual control and rushes). Good for all sorts of isometric views and environments, besides top view. Point and click movement system.

    Evolution of Grid styles:

    • English Square Grid (at fixed 32x32 resolution tiles alphas)
    • Chinese Cross Grid (at 32x32 or 16x16 resolution mesh alphas)
    • Free 3rd person movement along Chinese Cross Grid with fog of war simulation, optional 4-way fog blending and detection raycasts (detection raycasts needed on 3d nodes with different elevations.

    3D first/3rd person view vs top-view:

    • 3D doesn’t need fog of war when viewing in first/3rd person, or fog of war has no limit on viewable distance if using true first person. Allows for great depth perception compared to top view, especially when visualing irregular terrain slopes.
  • Movement systems:

    Stick movement-based:

    • Fuel expended
      • Valkyria Chronicles
    • Circles expended (optional backtrackable)
      • Mordheim City of the Damned
    • Radius Region backtrackable+ event-expendable
      • Skulls of the Shogun
    • Grid Region backtrackable + event-expendable
      • Codename: STEAM

    Point+Click based:

    • Navmesh Pathfinding click
      • Divinity Original Sin
    • Grid Region Pathfinding click
      • Fire Emblem
      • X-Com Enemy Unknown
    • Grid Region straight line clicks
      • Tactics Ensemble
    • Visibility Cone (Grid or gridless) straight line clicks
      • Age of Fear
  • Asharena: Saboteur - A minigame to provide a way of earning gold/cash as a side job within the RPG, and indirectly construct the gameworld as well (different fortress/jetty/tunnel layouts).

    Saboteur: Lone Builder
    Saboteur: Wild Spirits
    Saboteur: Royal Rumble

  • Saboteur Builder:

    1) Saboteur Minigames

    Divinity original sin / Asharena combo:

    • Everyone has different AP
    • Expended AP by distance threshold, irreversible.
    • Turn flow same as Divinity original sin
    • Max 4 commanding players in party with faction

    Valkyria Chronicles:

    Terrain / 3D environment

    • Use of CP
    • Everyone has the same TU
    • Abilities take up a percentage of the same TU, therefore limiting consecutive usage in a single phase.
    • Units can be picked again at half of last TU assigned.

    • Various abilities, particularly highly physical ones or powerful magic, can require stamina to execute. They are shown with a different background color.

    • Some abilities also have expendable ammo, and are shown with a different background color and number. Ammo can be rechargable depending on th e ability.
    • Some abilities appear as delegated/divinity Orders which are passed down to a player as usable abilities. They are limited in personal cooldown of number of phases, but don’t require stamina. Any ammo used for such abilities are globalized. Ammo can be rechargable depending on the ability.
  • Asharena specific:

    PHASE0-1: Purely functional gameplay testing

    ‘Gameplay testing demo’: A pretty much conceptual functional game to test for mock balancing (not fully accruate), and the controls/interface will suck and using temporary abstractions at the moment. But to introduce the classes, maps and all.

    ‘Pre-Gameplay testing demo’: Removed numeric fire mode selection.

    PHASE1: Core Mechanics/feel/ux aesthetics of BlitzArena combat system and Asharena

    ‘Prototype Game demo’: A functioning game that visually looks convincing and immersive for both singleplayer and multiplayer.

    PHASE2: Game-specific features and advanced mechanics

    ‘Full Game demo’: A game with added features to add depth to current strategy.

  • Jagged7 Specific

  • Chance to crit

    Basic additive X-Com:EU approach:
    base weapon crit + 20% critical exposure + (40% unaware | 20% aware flanking | 0% aware front | 30% aware back)

  • Movement and actions

    End turn stances and overwatch

    Combat rudimentary

    Combat Special

    Visuals

  • Asharena Combat Jam


    Phase 1: A fully playable/fairly presentable Combat prototype to test mechanics

    Selected Asharena/Divinity skills implementations from Level 1-4. EVery unit is base LEvel 4, with fixed/customisable stats for the level 4 characters.

    Basically, same mechanics as what we have currently with some changes:

    Weapon can only be switched BEFORE turn starts. Each weapon can have an assosiated set of action abilities to go along with it from any category. Using the action ability usually involves a more powerful attack, but may have stamina and time caps and such.

    Sprinting will use stamina. Some abilities require stamina. Stamina replenishes up to 1/3 per new phase.

    When zoom in to target mode, all usable action abilities in that situation are shown in a numeric list. Using the number in target mode will trigger the action ability. Using numeric keys or cycling through available abilities in non-target mode, will reserve the appropiate movement points for that ability and priotize that ability to be easily used via the “F” key while in target mode.

    Any abilities that lack the remainig required stamina or time points are ghosted away and cannot be selected.

    Circle marker to act as rough indicator in determining avilable movement distance to conduct any given action.

    In the event the selected ability cannot be used, no shortcut “F” fire key is provided.

    Abilties to implement are:

    Ranged Tactics Support Fire
    Archery Lobshot, Rain of Arrows, Pinning Arrow
    Shield Bash/Stun/Knockdown
    Martial All Kicks
    Grenade
    Body Kinetics all
    Dual-weilding Melee Successives and Dual Sweep
    Aim Firearm, Headshot
    Man Arms: Cure wounds, Crushing Fist, Battering Ram, Dust Devil, Draw blood, Helping Hand
    Expert MArksman: Ricochet, First Aid
    Scondrel: Fast Track, Razor’s Edge, Walk in SHadows, Trip
    Hydrosophist: Minor Heal, Slow Current, Ice shard
    Geomancer: Boulder Bash, Boulder Dash
    Pyrokinetic: Flare, Small Fireball
    Aerotheurge: Teleportation, Shocking Touch, Become Air
    Witchcraft: Blind, Bloodletting
    Two-Handed: Mighty Blow, Stunning Blow, Two-handed Sweeps

    (possible to include all armour related stuff?)

    Visuals include:
    Tracer lines and ribbons for slahses and bullets
    Blood decals on the floor
    Keg and fireball explosion genreic, Boulder,

    Only Stunned, Blind, BLeeding, and Knocked Down state being tested….

    To test on map types:
    Daggerfall Village skirmish
    Daggerfall villages by the sea
    Daggerfall city by the sea
    Daggerfall dungeons
    And Expedition island campaigns

    • Phase 1a: Suppressive Fire, Fire & Maneuver

    • Jagged7:

      Implmeent modern warfare variant of of above, with hitboxes.

    • Phase 2: Move to Unity 3D?
      Refactorign
      Summons
      Remaining Level 1-4 with proper state situation rules
      Applying of proper visual effects

    {"cards":[{"_id":"5982a1312b7e89898e0000bc","treeId":"4fd744971b6cad4c310000e6","seq":3092002,"position":0.46875,"parentId":null,"content":"# Pivots:"},{"_id":"5a58015e60ada90619000028","treeId":"4fd744971b6cad4c310000e6","seq":3233180,"position":0.25,"parentId":"5982a1312b7e89898e0000bc","content":"2 Tactical gameplay styles:\n---------------------------\n\n- Large scale: Battle Academy, Large Grids and the Blob Abstraction\n- Small scale: Small Grids. Individual/supported spatial movement and attack"},{"_id":"5a55e88b77ccdffb9300010c","treeId":"4fd744971b6cad4c310000e6","seq":3233256,"position":0.5,"parentId":"5982a1312b7e89898e0000bc","content":"Party-based rogue-like:\n----------------------------\n- Individual Fog of War (Shared fog of war knowledge), Fog Landmark/detect markers, and Fog of War without distance fadeoff\n\nEvolution of Movement styles:\n\n- Rogue Single-Step Movement with auto-AI followers/shooters (for ease of party movement/exploration). Mainly good only for top-view. Keyboard movement system.\n- Single Initiative Tactical Turn Movement region (for best individual control and rushes). Good for all sorts of isometric views and environments, besides top view. Point and click movement system.\n\nEvolution of Grid styles:\n\n- English Square Grid (at fixed 32x32 resolution tiles alphas)\n- Chinese Cross Grid (at 32x32 or 16x16 resolution mesh alphas)\n- Free 3rd person movement along Chinese Cross Grid with fog of war simulation, optional 4-way fog blending and detection raycasts (detection raycasts needed on 3d nodes with different elevations.\n\n3D first/3rd person view vs top-view:\n\n- 3D doesn't need fog of war when viewing in first/3rd person, or fog of war has no limit on viewable distance if using true first person. Allows for great depth perception compared to top view, especially when visualing irregular terrain slopes.\n"},{"_id":"5982a17d2b7e89898e0000bd","treeId":"4fd744971b6cad4c310000e6","seq":3725077,"position":1,"parentId":"5982a1312b7e89898e0000bc","content":"### Movement systems:\n\nStick movement-based:\n- Fuel expended\n - *Valkyria Chronicles*\n- Circles expended (optional backtrackable)\n - *Mordheim City of the Damned*\n- Radius Region backtrackable+ event-expendable\n - *Skulls of the Shogun*\n- Grid Region backtrackable + event-expendable\n - *Codename: STEAM*\n\nPoint+Click based:\n- Navmesh Pathfinding click\n - *Divinity Original Sin*\n- Grid Region Pathfinding click\n - *Fire Emblem*\n - *X-Com Enemy Unknown*\n- Grid Region straight line clicks\n - *Tactics Ensemble*\n- Visibility Cone (Grid or gridless) straight line clicks\n - *Age of Fear*"},{"_id":"58a423a9868510fe8e000048","treeId":"4fd744971b6cad4c310000e6","seq":3033191,"position":0.5625,"parentId":null,"content":"# Roadmap"},{"_id":"58a423d7868510fe8e000049","treeId":"4fd744971b6cad4c310000e6","seq":3081622,"position":1,"parentId":"58a423a9868510fe8e000048","content":"Asharena: Saboteur - A minigame to provide a way of earning gold/cash as a side job within the RPG, and indirectly construct the gameworld as well (different fortress/jetty/tunnel layouts).\n\nSaboteur: Lone Builder\nSaboteur: Wild Spirits\nSaboteur: Royal Rumble\n"},{"_id":"591cb8a2e4e30aeb1a000116","treeId":"4fd744971b6cad4c310000e6","seq":3091991,"position":0.75,"parentId":"58a423d7868510fe8e000049","content":"Movement and actions\n[ ] Movement mode controls, hasty multidirectional or cautious camera-directional strafing/forward/back-pedaling.\n[ ] Approx route running left\n\nEnd turn stances and overwatch\n[ ] Individual overwatch (Standing) vs no-overwatch (Defensive) settings\n[ ] Strategic Overwatch settings (end turn in target mode facing relavant direction/distance+direction/target). This mode will not result in auto-turning to aggro-face targets in memory.\n[ ] Reloading stance\n\nCombat rudimentary\n[ ] Add inner solid collision hulls for non-moving units for raycastable blockings.\n[ ] Swing vs thrust proper radius check\n\nCombat Special\n[ ] Abilities and movement point cap\n[ ] Combat statuses (Knocked down and stunned)\n\nVisuals\n[ ] Oncoming attack shield block ranged and melee\n[ ] Decal blob shadow\n[ ] (kiv) Blood and blood decals\n"},{"_id":"58a423ed868510fe8e00004a","treeId":"4fd744971b6cad4c310000e6","seq":2958989,"position":1,"parentId":"58a423d7868510fe8e000049","content":"Asharena Combat Jam\n_______________________________\n\nPhase 1: A fully playable/fairly presentable Combat prototype to test mechanics\n\nSelected Asharena/Divinity skills implementations from Level 1-4. EVery unit is base LEvel 4, with fixed/customisable stats for the level 4 characters.\n\nBasically, same mechanics as what we have currently with some changes:\n\nWeapon can only be switched BEFORE turn starts. Each weapon can have an assosiated set of action abilities to go along with it from any category. Using the action ability usually involves a more powerful attack, but may have stamina and time caps and such.\n\nSprinting will use stamina. Some abilities require stamina. Stamina replenishes up to 1/3 per new phase.\n\nWhen zoom in to target mode, all usable action abilities in that situation are shown in a numeric list. Using the number in target mode will trigger the action ability. Using numeric keys or cycling through available abilities in non-target mode, will reserve the appropiate movement points for that ability and priotize that ability to be easily used via the \"F\" key while in target mode. \n\nAny abilities that lack the remainig required stamina or time points are ghosted away and cannot be selected.\n\nCircle marker to act as rough indicator in determining avilable movement distance to conduct any given action.\n\nIn the event the selected ability cannot be used, no shortcut \"F\" fire key is provided. \n\nAbilties to implement are:\n\nRanged Tactics Support Fire\nArchery Lobshot, Rain of Arrows, Pinning Arrow\nShield Bash/Stun/Knockdown\nMartial All Kicks\nGrenade\nBody Kinetics all\nDual-weilding Melee Successives and Dual Sweep\nAim Firearm, Headshot\nMan Arms: Cure wounds, Crushing Fist, Battering Ram, Dust Devil, Draw blood, Helping Hand\nExpert MArksman: Ricochet, First Aid\nScondrel: Fast Track, Razor's Edge, Walk in SHadows, Trip\nHydrosophist: Minor Heal, Slow Current, Ice shard\nGeomancer: Boulder Bash, Boulder Dash\nPyrokinetic: Flare, Small Fireball\nAerotheurge: Teleportation, Shocking Touch, Become Air\nWitchcraft: Blind, Bloodletting\nTwo-Handed: Mighty Blow, Stunning Blow, Two-handed Sweeps\n\n(possible to include all armour related stuff?)\n\nVisuals include:\nTracer lines and ribbons for slahses and bullets\nBlood decals on the floor\nKeg and fireball explosion genreic, Boulder,\n\n\nOnly Stunned, Blind, BLeeding, and Knocked Down state being tested....\n\nTo test on map types:\nDaggerfall Village skirmish\nDaggerfall villages by the sea\nDaggerfall city by the sea\nDaggerfall dungeons\nAnd Expedition island campaigns"},{"_id":"58a42d1d1c86609e2100001d","treeId":"4fd744971b6cad4c310000e6","seq":2958971,"position":1,"parentId":"58a423ed868510fe8e00004a","content":"Phase 1a: Suppressive Fire, Fire & Maneuver\n"},{"_id":"58a42dc81c86609e2100001e","treeId":"4fd744971b6cad4c310000e6","seq":2958972,"position":1,"parentId":"58a42d1d1c86609e2100001d","content":"Jagged7:\n\nImplmeent modern warfare variant of of above, with hitboxes."},{"_id":"58a42e1d1c86609e2100001f","treeId":"4fd744971b6cad4c310000e6","seq":2958980,"position":1,"parentId":"58a42dc81c86609e2100001e","content":"Phase 2: Move to Unity 3D?\nRefactorign\nSummons\nRemaining Level 1-4 with proper state situation rules\nApplying of proper visual effects\n"},{"_id":"4fd744b71b6cad4c310000e8","treeId":"4fd744971b6cad4c310000e6","seq":1656649,"position":0.75,"parentId":null,"content":"## Asharena\n\nAncient warfare environment."},{"_id":"587e707aa2b70369b600004f","treeId":"4fd744971b6cad4c310000e6","seq":2938239,"position":0.5,"parentId":"4fd744b71b6cad4c310000e8","content":"Saboteur Builder:\n-------------------\n1) Saboteur Minigames\n\nDivinity original sin / Asharena combo:\n----------------------------------------\n- Everyone has different AP\n- Expended AP by distance threshold, irreversible.\n- Turn flow same as Divinity original sin\n- Max 4 commanding players in party with faction\n\n\nValkyria Chronicles:\n--------------------\nTerrain / 3D environment\n- Use of CP\n- Everyone has the same TU\n- Abilities take up a percentage of the same TU, therefore limiting consecutive usage in a single phase.\n- Units can be picked again at half of last TU assigned.\n\n- Various abilities, particularly highly physical ones or powerful magic, can require stamina to execute. They are shown with a different background color.\n- Some abilities also have expendable ammo, and are shown with a different background color and number. Ammo can be rechargable depending on th e ability.\n- Some abilities appear as delegated/divinity Orders which are passed down to a player as usable abilities. They are limited in personal cooldown of number of phases, but don't require stamina. Any ammo used for such abilities are globalized. Ammo can be rechargable depending on the ability."},{"_id":"4fd77db21b6cad4c310000eb","treeId":"4fd744971b6cad4c310000e6","seq":1681473,"position":1,"parentId":"4fd744b71b6cad4c310000e8","content":"Asharena specific:\n\nPHASE0-1: Purely functional gameplay testing\n[ ] See BlitzArena mechanics TODO double asterisk `**`\n[ ] All the rest of the character classes.\n[ ] Various maps, obstacle layouts\n\n'Gameplay testing demo': A pretty much conceptual functional game to test for mock balancing (not fully accruate), and the controls/interface will suck and using temporary abstractions at the moment. But to introduce the classes, maps and all.\n\n[ ] See BlitzArena mechanics TODO basic asterisk `*`\n\n'Pre-Gameplay testing demo': Removed numeric fire mode selection.\n\n[ ] Start with: Homing to hit targets should be able to be deflected en-route or break to fully iron out core mechanic gameplay.\n\nPHASE1: Core Mechanics/feel/ux aesthetics of BlitzArena combat system and Asharena\n[ ] Proper HUD for above\n[ ] (See remaining BlitzArena mechanics TODO everythine else besides kiv)\n\n'Prototype Game demo': A functioning game that visually looks convincing and immersive for both singleplayer and multiplayer.\n\nPHASE2: Game-specific features and advanced mechanics\n[ ] Kiv stuff for BlitzArena mechanics\n[ ] Ability enhancements for characters to deal automatic fire, explosive fire, cleaving strikes, etc..\n[ ] AI\n\n'Full Game demo': A game with added features to add depth to current strategy."},{"_id":"4fd782a11b6cad4c310000f1","treeId":"4fd744971b6cad4c310000e6","seq":1670172,"position":1.5,"parentId":null,"content":"## Jagged7\nModern warfare environment."},{"_id":"4fd782f51b6cad4c310000f2","treeId":"4fd744971b6cad4c310000e6","seq":1656556,"position":1,"parentId":"4fd782a11b6cad4c310000f1","content":"Jagged7 Specific\n[ ] Classes / Top Graduating Characters\n[ ] Cautious Aiming bonuses "},{"_id":"4fd77dda1b6cad4c310000ed","treeId":"4fd744971b6cad4c310000e6","seq":1666760,"position":2,"parentId":null,"content":"[X] Evasion/block rules * \n [X] side evasion no time bonus\n[X] Rework crit chance rules `**` (Part of BlitzArena mechanics phase 0-1)\n[ ] Valk rules (kiv till end)\n"},{"_id":"5024cdd1ee2792596f00028c","treeId":"4fd744971b6cad4c310000e6","seq":1666846,"position":1,"parentId":"4fd77dda1b6cad4c310000ed","content":"## Chance to crit\n\nBasic additive X-Com:EU approach:\nbase weapon crit + 20% critical exposure + (40% unaware | 20% aware flanking | 0% aware front | 30% aware back)\n"}],"tree":{"_id":"4fd744971b6cad4c310000e6","name":"Milestones Asharena And Jagged7","publicUrl":"milestones"}}