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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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On this page
  • Gameplay Impact
  • Skill Animation
  • Balancing Considerations
  1. Game Overview
  2. Champions

Abilities

Abilities are one of the more exciting differentiators between Champions. The ability system should allow a wider variety of player expression and strategy.

Types of Abilities

Our game will feature three main types of abilities:

Active Abilities:

  • Description: These are skills that the Champion will use periodically.

  • Cooldown: Active abilities have cooldowns. After use, they enter a cooldown period before becoming available again.

  • Trigger: Active abilities sometimes require a threshold or situation to trigger. (e.g., a self heal that only casts when health is under 50% health)

Passive Abilities:

  • Description: These abilities are always active and provide ongoing benefits.

  • No Cooldown: Passive abilities do not typically have cooldowns; they persist throughout battles.

Active Ability Attributes

  1. Distance/Range - How many units/tiles away it can target or effect

  2. Cooldown - How long after use it can be activated again.

  3. Damage/Healing - How much damage it deals or health it replenishes.

  4. Status Effects - What (if any) status effects it applies.

  5. Scaling - What (if any) stat scaling it receives.

Special Abilities:

  • Description: Devastatingly powerful abilities that are tied to a resource meter.

  • No Cooldown: Abilities availability is tied to a Special Skill Meter.

Special Skill Meter.

  1. Starting at 0: At the beginning of each battle, every character’s Special Skill Meter is empty.

  2. Meter Filling Up: As the battle progresses, the meter gradually fills up over time. The rate of filling depends on the character’s stats or other game-specific factors.

  3. Unleashing the Power: Once the meter reaches its maximum capacity, the character can unleash their Special Skill—a devastating ability unique to each hero.

  4. Consumption: Using the Special Skill consumes the entire meter.

Gameplay Impact

  • Strategic Use: Players must decide on where to place champions to get the maximum effect from their character’s special skills.

  • Powerful Effects: Special Skills are game changers. They can turn the tide of battle, deal massive damage, or provide crucial support.

  • Visual Delight: When a character activates their Special Skill, the game pauses momentarily to showcase an impressive animation. This pause heightens the excitement and allows players to appreciate the skill’s impact.

Skill Animation

  • Player Satisfaction: The skill animation serves as a reward for players. It’s a visual spectacle that celebrates their progress and mastery.

  • Unique Animations: Each character’s Special Skill has a distinct animation. Whether it’s a fiery explosion, a healing aura, or a lightning strike, players will be captivated.

  • Audio Accompaniment: Coupled with sound effects and music, the animation creates an immersive experience.

Balancing Considerations

  • Meter Fill Rate: Adjust the rate at which the meter fills to balance the game. Faster fill rates make Special Skills more accessible, while slower rates increase their rarity.

  • Skill Impact: Balance the power of Special Skills. They should feel impactful without being overpowered.

  • Strategic Depth: Encourage players to think strategically about how to use their Special Skills and combine them with other champions.

Examples from "AFK Journey"

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Last updated 9 months ago