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【Dev log⑦】Test time decided! And some thoughts on game mechanics.

Hi, I'm Wang. The testing of August is drawing near, it will be scheduled on August 25, and welcome to join our official communication group to get the latest news!

Recently, I’m redesigning some mechanism of the game, in order to improve the combat system of the game.

There are two types of damage system in : physical damage and elemental damage. Elemental damage is divided into fire, frost, lightning, and absolute (chaos) damage.

Basically, the damage attributes of each hero are determined at the beginning of the design, meanwhile we will design some hidden mechanics or characteristics to the hero that the player can strengthen these systems. The way to strengthen is relatively common, by collecting and building items to create equipment, gems, and skills, as well as enhance character by class transfers and gain awakening skills.

And I have been thinking about strengthening the following mechanisms:

【Shield】: This is a mechanism that has been shelved for a long time. Currently, it has the same effect as HP, and there is no difference except that it cannot be restored by healing skills, which is an unexplored mechanism.

There are several expected design ideas:

【When the character’s shield is existed】

1:Halve the chance of being stunned

2:Give the resistance to abnormal state of various elements

3:When shield broken, it interacts with the build and gear design continually

4:【Shield】and【Shield Restore Effect】play the role of increasing endurance and survival rate during the battle, which is a necessary attribute for marathon battles.

5:Shield won’t calculate with the Damage Reduction effect.

6:Shield will invalidate enemy’s leeching effect

7:Grants a saving from the curse state when have shield

Effects [1] have been identified, effects [2&3] are still under consideration, and [4&5] haven't figured out how to incorporate them into the level design yet. Most of our levels now are short battles that don't rely on endurance, and we may have to work on that later. About [6&7], it’s just brainstorming, but still worth thinking a little deeper.

【Poisoning】

Poisoning is an abnormal state, a type of absolute damage (chaos damage). It’s DOT, which means it is a cumulative debuff, and can cumulate an infinite number of times. Poisoning base damage = 5% physical strength/second. Damage calculated at the highest value after each refresh.

【Duration】: The base duration is 2 seconds, which can be extended with features and affixes.

【Counter measures】: Use an antidote to temporarily gain potion status, which can detoxify and prevent poisoning constantly.

【Trigger condition】: If attack with a chance to poison, can trigger poisoning when hit the target.

Alternative design concept:

When physical damage and absolute damage critical hits, trigger poisoning.

Poisoning can trigger new features through abilities or builds, such as Cripple, Paralyze, or Plague.

Affix design and feature design:

[Chronic Poisoning]: The duration of poisoning extended, the trigger time of poison damage is longer.

[Poison Explosion]: Trigger poison effect immediately, deals 3 times the damage of poison.

[Toxic Heart]: Poisoning can be cumulative, the damage increased 5% each time when cumulative 1 poisoning status, the maximum status is 10.

[Plague] When a target dead with the poisoning status, the status will be transferred to a nearby enemy unit.

I've also come up with a number of designs, which will be discussed more here if you're interested.

If you can make the game, how will you design, welcome to discuss ~

BTW, sharing some new characters that under the development, try to guess what’s the class of these characters.