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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