From 597aa204de2dd35291afa51ce1d18d91ad9cca41 Mon Sep 17 00:00:00 2001 From: Thayol Date: Tue, 14 Jan 2025 01:44:21 +0900 Subject: [PATCH] add README --- README.md | 86 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 86 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..d1cd27c --- /dev/null +++ b/README.md @@ -0,0 +1,86 @@ +# Instructions Clear + +Instructions Clear is a Multiplayer Online Battle Arena (MOBA) where two teams of five players fight for victory. +The players have the ability to upgrade their abilities via their gear earned from quests. +But make sure to prioritize resurrecting your allies first because once you wipe, it's all over. +The game blends some elements of traditional MMORPG dungeons with modern MOBAs. + +## Design Pillars + +| Power | Creation | Competition | +| --- | --- | --- | +| Players gradually get stronger as they complete quests. | The quests provide upgrade paths that provide customization. | If not by sheer power or a good build, teams have to outperform the opposing team to win by any means. | + +## Audience & Market + +The game is designed to be played online. +Elements of the no longer popular MMORPG genre are used to give former players a modern game. +It is aimed at young adults. + +## Core Gameplay + +The game controls are single unit isometric Real-Time Strategy (RTS) style (point-and-click). + +The player can decide the pathing destination via right mouse clicks, combine it with auto-attacking the closest target via left mouse clicks, and cast abilities using the Q, W, and E keys. + +Players of the same team collectively deal damage to players of the other team to bring the members' health points to zero. If a team's collective health pool has run out, that team loses. + +Quests provide the income of players. Each quest gives the option of changing an ability or cashing out for gold. + +Abilities provided by quests can either be a "legendary" (main) ability or a "basic" (minor) ability. A player is limited to one legendary ability per game. + +The main ideology behind legendary abilities is the traditional damage, control, support trio. + +Gold can be used to resurrect others (in lieu of a specialized ability), and to upgrade ability slots (to scale power). + +The game is likely to provide a single level only. + +## Mechanics for mechanics + +The game concept is mainly dictated by MOBAs with the tried and tested systems, however, there are differences: + +* Abilities replace items to reduce the possible combinations and to ease the learning curve. +* Quests replace last-hitting to make income more diverse to enable traditionally low-income roles like position 5 supports to earn equally. +* The win condition is changed to team elimination instead of the destruction of the main structure so that the game is more centered around the already celebrated team fights. +* Equal, generic ability kits replace heroes (or champions) to eliminate the possibility of a "lost draft" at the hero selection phase. + +TBD: What are quests? +TBD: How (and if) structures work +TBD: Unlike in the Defense Of The Ancients (DOTA), the core structure (the Ancient) is not a win condition but it provides a safe haven until destroyed. + +## Gameplay Balance & Pacing + +As all MOBAs, if balancing is not perfect, players will gravitate towards "metas" to win. + +TBD: The pacing is so that it doesn't feel like too much preparation but it isn't dragged out. +TBD: The "AFK farming" tactic should be crossed out by giving players incentive to fight. + +### Possible Issues + +**Corpse camping:** After a successful pick, the enemies would not let the picked player revive. + +**Long death timers:** The player can get bored until they get revived. + +## Setting & World + +TBD: Diagonal lanes or a free-for-all layout? + +## Narrative + +TBD: Gameplay is king, narrative is going to be an afterthought. + +## Business Model + +This is a free-to-play game. Since running servers costs money and the server binary is not public, a subscription model can be introduced to spin up more servers on demand instead of waiting in queue for the free servers. + +The cosmetic aspect ("skins" on the player model) is supposed to be responsible for the majority of the income. + +## Timeline + +1. Prototype with working pathing +1. Win condition: full team elimination +1. Basic ability mechanics +1. Ability upgrades (upgrade trees) +1. Quest mechanics +1. Quest type diversification +1. Retrospective to plan the remainder of the timeline