Grand Knight History Project
Background Overview
After playing game called Grimoire by Vanillaware during my high-school years , I'm simply hook by the graphic and the art direction by George Kamitani. I found out they releasing a new game called Grand Knight History for PSP. However after translation issue the game does not have a English speaker. After couple of years, I able to play the game due to modders mod game to have a English translation. After a few days and completing few side quest, I find out the position does not play a role on the overall gameplay. Due to this reason I try create this side project is because- I wanted to create a turn base mechanic that require more strategy and planing.
- To apply my base experience to this game development.
Case study
The following games the example of case study I did during this development.Pokemon Game
A very popular turn base game, however since the first gen (generation) the game play does not evolve. In the latest iteration they include a double battle, and a group battle.Pros | Cons |
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Darkest Dungeon
A kickstarter game by Red Hook Studio, a Lovecraft horror inspired art design and game mechanics. It is a 4v4 grid-turn base RPG game, where the player control a party of a character.Pros | Cons |
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Persona Series
A RPG dungeon crawler game from Atlus, created by sub-division Persona Team. A high school drama /date simulator/fantasy game genre, where the player take control a student live to take battle with fantasy monster.Pros | Cons |
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Suggestion Mechanics
The following is a suggestion mechanics to be implement.- Create a combo system. If a character able deal more than one hit, they will receive a extra action point (AP).
- Skill that have vertical and horizontal attack. Example in Darkest Dungeon, this allow battle to finish much faster while gaining more EXP due to number of enemy vs battling a single enemy.
- Allow character save AP for more powerful attack. Rather each character have their own mana pool, all character share the same mana pool (in this project called AP (Action Point)). This allow player to bank/skip character move to other option.
- Player require move enemy character to a certain position to be attack more efficiently.
Project Planing
The following is the project plan for this project.At the end I hope I able create a alpha/proof of concept on the game mechanic I'm creatingDays | Development |
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Day 1 | For project planing, I try create a simple design for grid base RPG game. The first thing I design, how gridlayout component able react to the player and how to phase able switch to other phase. |
Day 2 and Day 3 | Im start create gridComponent, columnComponent and gridlayoutComponent, focusing on it since all three module work close together |
Day 4 | On day 3, I start create character module, Character ui, attribute and etc. Create character skill component as a temp skill holder.On day 3, I start create character module, Character ui, attribute and etc. |
Day 5 | On the same time, I create the main program application. In match component will handle when the required process to be called. |
Day 6 and 7 | On the 6 day, I continue upgrade the overall game UI(character UI,Player Ap,Main Title). Beside that I develop the phase module, the purpose of the phase module is to create a handler on the each phase. |
Day 8 | I send to my friend to do a quick black box testing. |
Day 9 and 10 | To conclude the development phase, I ended with the documentation. Base on the QC report, I arrange with bugs with priority and non priority. |
Project goals
- Create a proof of concept
- Create a an interesting game mechanic for RPG scenario
Modules/Component
Gridlayout component
The gridlayout component is where the character will be stationary. On enemy side will be 4x4 while on the player side will be 4x2. The reason enemy is have more bigger gridlayout is allowing the player to get more combo to retrieve more AP. The gridComponent is an intractable component to the user. In prefab (unity level), 4 gridcomponents is store inside a columnComponents, after that all 4 columncomponents then store into 1 gridlayout. During the start phase (unity level), the gridlayout will go one by one checking gridComponet. This allow to set gridComponent neighbour (top,front,back,bottom), this able shorten time to search near by gridComponent by just checking is it null or not. The gridComponent also have component to store a character, this allow to check if the current gird is occupied or not. The grid also have a different type of highlight, the highlight is will be depend on the character action.Character
Character component is the action be provide. Each character will have a different name,speed,class type and much more. Character will be holding number of skill component.Match Component
Match component is where the main application is conducting. In the update level (unity level), there is a main switch function. The main purpose of the main switch is, the switch will call function/procedure on certain case.Character Database
Character database is where all character will be store. When the match component request a character, the database will give a new character on each request.On the each request character database index number will be increase, this allow to check if a new round is started.Skill Component
On each skill component it require a skill name, ap requirement to be use,skill description, damage element and target. On each skill have a sub component where it called "skillComponent", damage,heal and status. This able create one skill with multiple sub component. Example one skill can deal single grid then cause damage to enemy and heal self.Flowchart
Version 0.01
Combo mechanics
Single Grid Target
In this version (0.01), when the player is attacking. The targeted character grid will be change and character will be less transparent.There are also a knockback system. Example if the target character have back grid, the character will be move to the back grid. If the grid is occupied then both character will be move back. If the from target character grid to the very end is occupied thus more bigger damage will be apply. Also when knockback occurs player will AP bonus point.
Select the knockback skill. It require to use 2 AP.
Select an enemy.
If an enemy is knockback, player will receive a 2AP for each knockback. 2 knockback * 2AP = 4 AP
Therefore current Player AP = 5AP - 2AP (Skill requirement) + 4 AP