カテゴリー 全て - abilities - missions - ai - progression

によって Иван Звонарев 3か月前.

34

BI

The text outlines a comprehensive framework for a complex simulation game involving various elements such as combat mechanics, artificial intelligence, and unit interaction. It details the interactions between different entities like platoons, behemoths, and heroes within diverse combat scenarios.

BI

BI

Gameplay

Systems
Difficulty
Supression
Narrative
PLayer hub
Characters and interaction
Cinematics and cutscenes
Dialogues and banters
Voice reactions
Progression/rewards
Officers promotion
Army upgrades
Abilities unlocking
Weapon upgrades
Objective types

More

Meta rewards

Mission unique (gates, triggers)

Spawners

Fear

Capture mechanic
Side missions
General structure
Rewards
Interaction with main missions
Main missions
Combat scenarios
Win/lose conditions

Level design elements

Puzzles
Sieges
Outdoor
Indoor

Interfaces

Notifications and feedback
Screenflow
Structure
Screens list
Options
Management
Upgrades screens
Weapon wheel
Army setup
Assigning abilities
Map
Map screen
Orders flow (map)
Waypoints
Minimap
Army status
Army icons
Orders (on HUD)
Player status
Objectives
Health and weapons
Feedback (hit, damaged, etc)
Aiming

3C

Controls
Button mapping

Tech

Corner cases
Queue system
Chokepoints
AI
Heroes AI
Units AI
Weight system
Weights
Capacity and supply
Scan rules
Token system
Combat simulation
Platoon vs Platoon
Platoon vs Hero
Platoon VS Behemoth
Behemoth vs Hero
Platoon VS Player
Terrain/objective influence
Multiple entitites interaction
Platoons
Uncontrolled
Supply
Grouping
Formation
Navigation
Composition

Armies

Orders
Orders efficiency (officer traits interaction, other stats?)
Orders list
Heroes
Basic design
Combat AI
Macro AI (weights anbd other)
Personality and presense (voice reactions, feedback to player, UI, everything special)
Behemoths
Battlefield influence
Fighting against
Behavior
Officers
Traits
Leveling up
Ambitions and promotion
Platoon morale
Units
Stats and traits
RPS design

Content

Army units
Units list
Abilities list
Abilities upgrades
Weapons
Upgrades design
Shooting modes
Weapon list

Character

Abilities
Abilities data structure
Abilities resources
Shooting
Shooting system

Style system

Weapon data structure
Fear system
HP system

Healing system

Movement
Momentum system (?)
Movement impact
Mount
Surface hold
Surface attract
Surface run
Sprint
Vaulting, mantling, ledge climbing
Charge, double and regular jump
Dash