Zizka
Member
So the other thread was now two pages long with countless revisions which made it laborious to keep going. I decided to create a fresh new thread which will focus on my latest concept in order to facilitate conversation about it.
This new version is again a modified version from my previous version. I'll try to be concise to explain how it works:
1. Enemies roll 5 dice. A.I. picks the highest result. Current enemy result displayed by the dark arrow on the meter in the middle of the page.
2. Player does the same thing. Tries to beat enemy score. Can re-roll dice by spending one energy for each dice re-rolled. Re-rolled result is then definitive. Player result is indicated by the light arrow on the meter in the middle of the page. The end turn button is indicated by the scale in the lower right.
3. The meter is separated in sections which are separated by segments indicating 1 to 6.
4. A winner in the same segment causes one heart of damage. Ex. : pair of 5 beats a pair of 3. Damage increases by one heart for every section above. In the example in the picture, total damage would be 5 hearts to the spider BUT:
5. Damage is limited by strength meter (the bicep). Since the player has a strength of 3, 3 hearts would be loss instead of 5.
6. Loser is the first one to lose all hearts.
Things I'm aware of:
-Biceps icon clashes with the other two.
-Space requires better management.
-Need to find a purpose for enemy energy.
Things I'd like to implement:
-Critical hits
-Special status effect (paralysis, poison, bleeding, etc...)
Every comment about everything is fair game.
Thanks!
This new version is again a modified version from my previous version. I'll try to be concise to explain how it works:
1. Enemies roll 5 dice. A.I. picks the highest result. Current enemy result displayed by the dark arrow on the meter in the middle of the page.
2. Player does the same thing. Tries to beat enemy score. Can re-roll dice by spending one energy for each dice re-rolled. Re-rolled result is then definitive. Player result is indicated by the light arrow on the meter in the middle of the page. The end turn button is indicated by the scale in the lower right.
3. The meter is separated in sections which are separated by segments indicating 1 to 6.
4. A winner in the same segment causes one heart of damage. Ex. : pair of 5 beats a pair of 3. Damage increases by one heart for every section above. In the example in the picture, total damage would be 5 hearts to the spider BUT:
5. Damage is limited by strength meter (the bicep). Since the player has a strength of 3, 3 hearts would be loss instead of 5.
6. Loser is the first one to lose all hearts.
Things I'm aware of:
-Biceps icon clashes with the other two.
-Space requires better management.
-Need to find a purpose for enemy energy.
Things I'd like to implement:
-Critical hits
-Special status effect (paralysis, poison, bleeding, etc...)
Every comment about everything is fair game.
Thanks!