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-rw-r--r--src/game_design.tex4
-rw-r--r--src/game_design/attributes.tex14
-rw-r--r--src/game_design/damage_types.tex18
-rw-r--r--src/game_design/magical_elements.tex30
-rw-r--r--src/implementation.tex0
5 files changed, 66 insertions, 0 deletions
diff --git a/src/game_design.tex b/src/game_design.tex
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+\section{Game Design}
+\input{src/game_design/attributes}
+\input{src/game_design/damage_types}
+\input{src/game_design/magical_elements}
diff --git a/src/game_design/attributes.tex b/src/game_design/attributes.tex
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+\subsection{Attributes}
+\label{character-attributes}
+\begin{description}
+\item[Accuracy] \ldots
+\item[Critical Hit Chance]
+ Likeliness for each attack to be a critical hit (see~\ref{critical-hit}).
+ From 0 to 100\%.
+\item[Damage Modifier] \ldots
+\item[Dodge Chance] \ldots
+\item[Double Hit Chance] \ldots
+\item[Health Points] \ldots
+\item[Movement Points] \ldots
+\item[Parry Chance] \ldots
+\end{description}
diff --git a/src/game_design/damage_types.tex b/src/game_design/damage_types.tex
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+\subsection{Damage Types}
+\label{damage-types}
+There are \textbf{3} damage types: \textit{slashing}, \textit{bludgeoning}, and
+\textit{piercing}. Additionally, the term \textit{base} damage is used when
+describing damage applied to all three at the same time. Each damage type is
+independent, in the sense that an attack of type \textit{A} will only be
+affected by the defense of type \textit{A} (and \textit{base} defense). This
+encourages players to diversify both their attack and defense types so that they
+are able to exploit weaknesses in their opponents' defenses all while trying to
+avoid their adversaries doing the same. By limiting the types of damage types to
+3, there should be enough depth for players to create interesting team
+compositions without the complexity that might lead them to just not bother
+taking it into consideration in their planning. It's very much like the
+\textit{rock–paper–scissors} or Fire Emblem's \textit{Weapon Triangle}, except
+that you are not limited to a single type, and that the type(s) you use for
+attack do not have to match the one(s) you use for defense.
+
+Magical elements (Subsection~\ref{magical-elements}) are not damage types.
diff --git a/src/game_design/magical_elements.tex b/src/game_design/magical_elements.tex
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+\subsection{Magical Elements}
+\label{magical-elements}
+\begin{figure}
+\begin{center}
+\begin{tikzpicture}[auto,>=stealth']
+ \tikzstyle{primary} = [draw,rectangle];
+ \tikzstyle{secondary} = [draw,diamond];
+ \node[primary] (WIND) {Wind};
+ \node[secondary,below right of = WIND] (SNOW) {Snow};
+ \node[primary,below right of = SNOW] (WATER) {Water};
+ \node[secondary,below left of = WATER] (PLANT) {Plant};
+ \node[primary,below left of = PLANT] (EARTH) {Earth};
+ \node[secondary,above left of = EARTH] (METAL) {Metal};
+ \node[primary,above left of = METAL] (FIRE) {Fire};
+ \node[secondary,above right of = FIRE] (LIGHTNING) {Lightning};
+
+ \draw (WIND) -- (LIGHTNING);
+ \draw (WIND) -- (SNOW);
+ \draw (WATER) -- (SNOW);
+ \draw (WATER) -- (PLANT);
+ \draw (EARTH) -- (PLANT);
+ \draw (EARTH) -- (METAL);
+ \draw (FIRE) -- (METAL);
+ \draw (FIRE) -- (LIGHTNING);
+\end{tikzpicture}
+\end{center}
+\caption{Magical Elements Wheel}
+\label{magical-elements-wheel}
+\end{figure}
+
diff --git a/src/implementation.tex b/src/implementation.tex
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index 0000000..e69de29
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+++ b/src/implementation.tex