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Gilded Honor
  • Game Overview
    • Champions
      • Stats
      • Archtype
      • Abilities
      • Star Rating
      • Leveling & Experience
      • Element Type
    • Equipment Cards
    • Inventory
    • Status Effects
    • Competitive Play
      • League Battle
      • Tournament Packs - Phase 2
    • Battle System
    • Map and Formation
      • Destructibles
      • Obstacles
      • Runes
  • Gameplay Experience
    • Account Progression
    • Quest/Missions
    • BattlePass
    • Currency/Materials
    • Store/Shop
    • Gacha/Champion Summon
    • PVP
    • PVE Gameplay -WIP- Phase 2
      • Story Missions -WIP- Phase 2
      • Seasonal/Bi-Weekly Events -WIP- Phase 2
      • Mission Achievements -WIP- Phase 2
  • AI and Behaviors
    • Champion AI
    • AI Intelligence Tree
    • Equipment AI
  • Art + Sound
    • Factions Design
      • Crimson Machina
        • Scarlet
        • Elora
        • Caspian
        • Pine
        • Arabella
      • The Neon Belt
        • Nyx
        • Cipher (CyberMage)
        • Daven
        • Ava
        • Kairo
        • Nightshade (Phase 2)
      • Celestial/Noble
        • Empress
        • Moon Hare
        • Dragon Heir
        • Fan Blade Dancer
        • Drunk Traveler
      • Aridoria Kingdom -WIP-
        • Druid
        • Fionn
        • Soraya
        • Dastan
        • Zarathos
      • Quantum Armada -WIP-
        • Queen
        • Lili
    • Sound -WIP-
    • UI/UX
      • Premium Shop
      • Main Menu
      • Inventory
      • Summon Champion WIP
      • Formation WIP
      • Game Replay
      • Mail
      • Versus Pre-Match Screen
    • Map Objects
    • Runes
  • Development Cheat sheet
    • Copy of Status Effects
    • Copy of Stats
    • Test Characters
    • Equipment Card (Fables) Rules/Examples -WIP-
    • AI Tree implementation
  • Extra
    • Designer Specs
      • Champion Design Guideline
    • Social Systems -WIP- Phase 2
    • Faction Castles -WIP- Phase 2
    • Tower Challenge
  • archive
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  1. Extra

Designer Specs

Hero Design Spec:

Hero Editor for speedy design, iteration, and debugging. Needed for early prototyping. Ideally intuitive for fast onboarding for any designers needing to prototype or create content.

Access to Dev Menu:

Dev menu should have widget’s that link to the following screens.

  • Hero Creator/Editor

  • Ability Editor/Creator

  • Mock Battle Hero Creator/Editor Menu

Should contain the following fields to input.

  • Hero Model/Art

  • Hero Ability

  • Hero Ability 2

  • Hero Ability 3

  • Element Type

  • Weapon Type

  • Stat 1

  • Stat 2

  • Stat 3

  • Save/Create

As a lesser goal. Would like to explore stat growth tables as an input for iteration/balance.

All menus ideally should use drop-down with the full library of options displayed within the drop-down menu. (Exception to this is the Stats, which should use numerical input fields to quickly add/change values for iteration and balance.)

Ability fields can be left blank.

Save/Create should open an input field for creating a name for the character with an accept button and a cancel button. (Do not let save with no input in the field).

Below is an example of an ideal drop-down menu for clarity.

Ability Creator

Should contain the following fields:

  • Art Assets

  • Targets

  • Range

  • Damage

  • Healing

  • Status Effect

  • Status Effect 2

  • Save/Create

These should all be drop down menus with the exception of Damage and Healing, which should be numerical fields for design to add values.

All fields can be left blank.

Save/Create works the same as defined above in Hero Creator/Editor.

Mock Battle

Menu should be sectioned for Team A and Team B. Both sections should provide 3 drop-down menus to input desired Heros.

Rough Example. Actual implementation should not require art assets.

A ready or accept button should be at the bottom that does not require more than 1 champion to be present on both teams to begin.

During Battles floating combat text from attacks and abilities may need to persist longer.

Options for speeding up and slowing down battles.

Hotkey/Input to reset battle quickly.

Stats and debug text optionally present is ideal.

Map Creation

A map editor will be crucial for fast implementation as our game will feature a variety of unique battlefields for our players to stay engaged and competitive.

Map editor should ideally allow placement of background art, field art, and allocation of obstacles on tile.

The art assets need simply be a drop down field to plug in desired art. (this will ideally be re-usable art for several maps)

Then either an inventory system for drag and drop from our obstacle library OR using a system where grid hex's are highlighted via mouse input, then a drop down field for placement from our obstacle library.

Obstacle Library should be catagorized between non-passable terrain obstacles (e.g., trees, walls, boulders) and passable terrain obstacles (e.g., glyphs, shallow rivers, fog, bushes.)

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Last updated 9 months ago