Animation - Feature Spec NO. 3
Animation
Feature No. 3a [(player select) cut scene]the play when a player is making a choice based on the themeImportance: ++++ / difficulty: ++what's the matching system, player numbers
Brief
Vision Canvas: players will feel immersed while following the story line and exploring the world\
Core Pillar: The user can follow the main quest to complete the story and earn rewards
This animation system includes all theme-oriented CG that tells some specific story from the game background. These animations are made from the game graphics and are intractable like certain Gal-Games. However, player choices are not as important as those in Gal-Games. This animation system are good for supporting the storyboard from the main quest that helps players to more understanding of the setting of the world.
Spec
- The components from the CG should be from the engine of the game, so the appearance of the CG is game themes (without UI)
- At a certain time stamp when players can make a choice, there can be slow-motion graphics with choices on the screen. Players choose the corresponding answer and enter the corresponding CG.
- CG should be related to the game narrative, but it should talk about some additions of the game storyboard, which are something did not show in the gameplay.
Beats
- CG can be triggered by entering a quest region / accepting or finishing a quest / interacting with some item intractable / etc.
- The Player can’t move, use skills or make UI actions during the CG play. All UI components are removed except the video (just like playing YouTube; however, players can control the speed, or rewind and proceed with the CG play by left and right arrow keys.
- Slow motion pictures are shown when players are making the choice, there should be a progress bar at the UI of choices.
- Players click on the answer he agrees to and enters the corresponding following module, or time up and the default answer should be selected.
Assets
- UI /
- animation /
- game engine
Additions
There can be introductory CG when first in a dungeon / first at an area / first meeting an important NPC
Feature No. 3c [skill / card special effects]
Special effects from skill and cards play, may include some of the scene from bosses
Importance: ++++ / difficulty: +++
How much, what’s the workload, what’s the computer’s performance
Brief
Vision Canvas: the player will feel enjoyed when collecting good clothes and card graphics
Core Pillar: User can create and customize their own character using visuals and class and weapon choice
Special effects can be a definitive inclination of a certain class (regarding Astrologists in FF14). However, too many special effects may blur the player’s screen and entangle together some important mechanisms; but too little special effects would drive down gameplay dramatically (like the model and effects in WoW). Also, special effect and play a part in cut scene, boss’s mechanism, or NPC’s reaction.
Spec
- Based on the frequency of using, the intensity (money spent) of special effects should increase/decrease. Less used but powerful skills should spend more. DPS filling skills should have less special effects.
- While there are sometimes several or tens of players using skill with effects at the same time. The balance should be introduced settings like “minimize special effects from other players”.
- Computer performances should be considered during the design of special effects.
- Make fewer cards! Or less at the beginning to avoid too much work. Cards usually have better effects than skill while they are disposable (or seem to be disposable) in each battle.
- This is 2020 so make 2020 special effects.
Beats
- Player acts a certain skill / card
- Skill effect plays
Assets
- Animation /
- skill, cards /
- battle
Additions
- Certain skill /
- card effects demo
Boss can also have special effects
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