As some of you may remember, I'm currently enrolled in a shake'n'bake game developer program at a local school. For the most part, I'm learning to be someone's Junior Code Monkey, but some of the coursework revolves around actual game design. Plus my wife bought me an impressively tall pile of books about games and play, which I am ploughing through with an appetite.
I've been doing some thinking about interface and gameplay, and since my current gaming obsessions are superheroes (Hero & GURPS) and MMOs, I'm toying with the notion of Champions Online. Not that I think I'm going to burst onto the computer gaming scene with the next blockbuster MMO; this is just an exercise to crystallize my thoughts. I'm at the point where I need to write stuff down or forget what I've already thought about, so it seems like a good idea to do it here and maybe elicit some input.
If you were to login to an Internet game called Champions Online, what would you expect to see and do? How would you like to see Characteristics, Powers, Skills, Talents, Disadvantages and all that modelled? Conversely, what sort of thing would you absolutely hate to see in such a game?
I'll start with some basic combat. To avoid re-inventing the wheel, the interface uses the standard WASD arrangement for movement (up/jump on the spacebar, down on X), with a multi-tiered power tray tied to the alphapad number keys.
Attack powers share a global cooldown defined by SPD. 3 SPD = 4 sec cooldown, 7 SPD = 1.7 sec cooldown, etc. (I'll refer to this as SPD cooldown.)
Movement and Recovery are continuous. END/STN recovered and distance travelled per second are calculated by multiplying the Power/Cha value by SPD/12.
Continuous Powers are on/off toggles with individual SPD cooldown.
Departing from the pen & paper game, some or many defensive actions are automatic and on their own SPD cooldown. For example, when attacked in HtH, a Block will be automatically attempted. Each additional Block attempt will suffer a cumulative -2 penalty until the cooldown triggered by the first Block completes. A missed Block will end all Block attempts until the cooldown completes.
Skill Levels are allocated by drag & drop tokens. The tokens can be moved between OCV, DCV, and Damage buckets and automatically apply appropriately to eligible Powers and Maneuvers. Not sure how to make different types of skill levels quickly differentiable to the player who needs DCV in a hurry.
I'll let some comments accumulate and then post my thoughts on character construction. Don't feel constrained to comment only on what I've said above. The wider and wilder the brainstorming, the happier I'll be. Go nuts.




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