IV. Combat System
1. Weapon Attacks
| Equipped Weapon Dependent Attack | Class-specific abilities: |
|---|---|
| Light Attack (Left click/X) Heavy Attack (Right Click/Y) Charged attack (Hold a button) | Super Ability Class Ability Maybe 1 more? TBD |
2. Ability System Design
- Weapon Attacks: No cooldown, only attack speed
- Class/Super Abilities: Individual Cooldowns, which can be modifed/built around separately
3. The 30 Second Loop
- Survey the field
- Positioning + Dodge
- Ablity Execution
- Adapt Strategy
4. Power Progression
This graph shows the progression of combat power in terms of overall game design.
- X Axis is Time, Starting from the beginning of the game to the end game.
- Y Axis is Visual Flourish or On Screen Impact of Combat (Number or particles / "Bullet Hell-ness") of the Combat System
- Color shows the Narrative impact of combat. Red means very little impact, such as fight breaking out in a parking lot in GTA, which has little impact narratively. Blue means Major impact, such as fighting the Evil Overlords of the world for liberation.
