Devblog: Initial game design


After some considerations for what the design should be, I decided to stick with the original idea 

  • Based partly on mobile game „Stick fight“ and a Gladiator flash game I can’t find now (Though that one was turn-based)
  • Reaction-based arena combat with waves of enemies
  • Block for normal attacks, perfect block counter-attacks. Jump/strong attack (Not sure it will HAVE jump, we shall see.) Strong attacks break block.
  • Freedom of movement allows dodging of strong attacks, CAN run past enemy (Will have to control for AI), jumping allows full air control.

Overset of C requirements: C1, C3

Overset of A requirements: 

  • A1 (Working save-load for arena progression, bought enhancements/equipment, maybe even in between arena waves)
  • A3 (For damage indicator of enemies, background decorations)
  • A10 (Hopefully)
  • A11
  • A12
  • A17 if a story shows up during development (Possibly shows up)

Plan to achieve: The game will be brought into a playable state with the first iteration ignoring requirements (With some effort already present to work on the input system) to be done ideally before the middle of December. Work will then start on making the arena playable, partly fulfilling C1/C3. From there A1 is to be added once arenas (Made using the tile system) are created and can thus be tested. Further planning will be discussed later as the variability of actual completion becomes clearer.

Attached is a mockup of the playscreen in MS paint (Because the design style and level design hasn't been decided yet.)

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