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Week 03 - Game Design

Writer: Sean NgoSean Ngo

This week main topic will be on the level design and the metrics which is more on the mathematical side of the game such as levelling and player parameters.


Level Design

The boss arena will be in the Ruins level which is a section of the DeadLands. It is designed to look like a colosseum, but it is rather tricky to design because I need to think about how the boss will interact with the environment. For example, hitting a pillar will make it crumble and debris will be found on the ground.

Boss Arena in the Ruins
Boss Arena in the Ruins

Metrics

Player character base statistics which includes the health, physical defence, critical damage, movement speed, a total of 13 parameters. There are 4 main stats that affects these parameters, they are Vitality, Intelligence, Strength and Dexterity.


The player's levelling is exponential and it gets harder to level up upon reaching higher levels. The formulas for the experience system and levelling has been given to the programmers to code out the system. The reason as to why it is exponential is because we want the game to get harder to level when players kill under level monsters, thus making players move forward to new areas which has harder monsters which provide more experience points.

leveling chart
Exponential Levelling System



Monsters damage and statistics has been added to a separate sheet when calculating the damage output of the monsters, I realised that they were too weak and thus some balancing between the monsters and the player's stats were made.


Skills

The skill tree includes all the skills that the player currently can unlock. Each weapon has many skills unique to that weapon. Each skill inherits the tripod system, where upgrading the skill will add behavioural augmentations. These augments can change the skill in many ways. Some can be integrated to inflict debuffs when attacking monsters or have bigger skill range.


Skill combo chaining makes the game much more interesting for the player, combine skills and normal attacks during combat with enemies. The combo chain stops at 5 and resets.


Having combo chains makes the combat feel significantly impactful. With skill usage, the player can choose which skill to use and combine them with others to optimise the damage that they can output.

Combo Chain
The inputs represent the attack

Sean Ngo

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