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# Instructions Clear
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Instructions Clear is a Multiplayer Online Battle Arena (MOBA) where two teams of five players fight for victory.
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The players have the ability to upgrade their abilities via their gear earned from quests.
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But make sure to prioritize resurrecting your allies first because once you wipe, it's all over.
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The game blends some elements of traditional MMORPG dungeons with modern MOBAs.
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## Design Pillars
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| Power | Creation | Competition |
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| --- | --- | --- |
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| 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. |
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## Audience & Market
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The game is designed to be played online.
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Elements of the no longer popular MMORPG genre are used to give former players a modern game.
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It is aimed at young adults.
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## Core Gameplay
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The game controls are single unit isometric Real-Time Strategy (RTS) style (point-and-click).
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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.
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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.
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Quests provide the income of players. Each quest gives the option of changing an ability or cashing out for gold.
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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.
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The main ideology behind legendary abilities is the traditional damage, control, support trio.
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Gold can be used to resurrect others (in lieu of a specialized ability), and to upgrade ability slots (to scale power).
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The game is likely to provide a single level only.
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## Mechanics for mechanics
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The game concept is mainly dictated by MOBAs with the tried and tested systems, however, there are differences:
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* Abilities replace items to reduce the possible combinations and to ease the learning curve.
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* Quests replace last-hitting to make income more diverse to enable traditionally low-income roles like position 5 supports to earn equally.
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* 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.
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* Equal, generic ability kits replace heroes (or champions) to eliminate the possibility of a "lost draft" at the hero selection phase.
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TBD: What are quests?
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TBD: How (and if) structures work
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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.
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## Gameplay Balance & Pacing
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As all MOBAs, if balancing is not perfect, players will gravitate towards "metas" to win.
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TBD: The pacing is so that it doesn't feel like too much preparation but it isn't dragged out.
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TBD: The "AFK farming" tactic should be crossed out by giving players incentive to fight.
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### Possible Issues
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**Corpse camping:** After a successful pick, the enemies would not let the picked player revive.
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**Long death timers:** The player can get bored until they get revived.
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## Setting & World
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TBD: Diagonal lanes or a free-for-all layout?
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## Narrative
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TBD: Gameplay is king, narrative is going to be an afterthought.
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## Business Model
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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.
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The cosmetic aspect ("skins" on the player model) is supposed to be responsible for the majority of the income.
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## Timeline
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1. Prototype with working pathing
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1. Win condition: full team elimination
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1. Basic ability mechanics
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1. Ability upgrades (upgrade trees)
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1. Quest mechanics
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1. Quest type diversification
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1. Retrospective to plan the remainder of the timeline
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