In continuation of yesterday, another go at that new game. The new game IP is basically free for anyone making this game an exclusive Amazon Luna game. I am all for Sony, but Sony does not need my help, they are doing just fine, as does Nintendo by the way. But we need to show Microsoft as the losers that they are and also make sure that they realise that is it perfectly legal and fair to buy franchises, but then so is my approach to give free creativity to their opponents making sure that every billion they spend will be twice as expensive than they realised and when my RPG ideas (and a few other idea) become reality they will lose even more gamers than they bargained for, making the Sony-Microsoft race go from 2:1 into 3:1 and all others get to have a 2:1. So that Microsoft becomes the new wooden spoon owner in the console game, a price they thoroughly deserve.
So yesterday I gave the foundation of Tall. A new game for streamers (in this case Amazon Luna), and in my mind I had three player choices, so lets look at that part.
Slice, dice and slam
The fighter is the first natural choice. A man (or woman) with a sharp sword to filet the goblin population. It is a melee player, which gives it a distinct disadvantage. To its merit is that sharp sword so that one hit kills 1 or more Goblins, but goblins have bows, so that shield is some protection. The fighter is decently fast, but with a raised shied it is 20% slower. The main streets has corners, so there are more benefits but that is it. Over the run of the game, the dwarves will hand this fighter a much better shield, or it will upgrade its current shield. More shields over the course of the game give more protection, at reduced movement speed. In addition, the dwarves have different support over time, they create barricades into the smaller streets, so that the goblins cannot run away, or at least have less options to run away. And there will be medical dwarves, healing the fighter, but these dwarves have no protection, so you need to get to them before the goblins do.
Stabby, Stabby, pierce, pierce
The archer is a ranged player. It can pierce from a distance and that has benefits, but there is a downside, the first thing to go is the goblin bow, so as that breaks that goblin will run and return later with a new bow. Then we get the stages. 75%, 50%, 25% and dead. So 5 arrows will be required to kill one goblin. As the archer progresses, it will get better arrows and what was first 5 arrows will end being 2-3 arrows. The archer is much harder to hit by Goblins, so there is a natural protection, as the archer is elvish (he or she), there is slow regeneration and food regenerates a lot more. The dwarves will create stronger arrows and more arrows to keep the archer in a killing spree. Its upgrade will also include larger quivers as well as a better bow, furthermore I want to give it one more weakness like stamina, if not the archer becomes too powerful early and overall the game will be too easy. If over the game stamina increases, the game is better balanced.
Bake Goblin, burn
In the final person we have a he or she magic user. With a fire staff the goblins get to learn respect for the flames. Like the archer the bow goes first, but flames are less then arrows, but multiple hits will increase the burn factor, so 3 hits will be like 5 arrows, but over time and if the goblin is ‘safe’ before he dies, it will come back. The flames have some area effect, as such the goblin next to the one you hit will take 25%-50% damage depending on the distance. The fire staff can be upgraded in two ways, the staff and the gemstone. Over time the staff will also give lightning, which will slow down the goblin be a fair bit. The flames are hotter so that in the end 2 hits ends the goblin, the wizard also has the chance to upgrade the clothes, to be better arrow resilient. In the end there is a few more things we can do like the hat being a shield, but that is how I initially see it, the dwarves here throw mana potions in the track of the wizard, but they can be hit by goblins, so you need to get to them fast.
The roads are a different setting and there too I have some ideas, but my mind goes back to the 1914 painting by Mondrian (as a map). It is an idea, but we need to look at a smaller setting like this in earlier levels and some streets are only walkable by Dwarves and Goblins. The game challenge comes from limiting options, not leaving them open.
So in a day I got two parts done, so why does it take Microsoft forever to get anything done?
Just a thought to ponder