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Iterating on Design

There were a couple of goals we’d set for this week. The first one was coming to a decision on building out the new maps that were needed to test out the gameplay changes. The other goal was trying to settle on an art style.

This post is about the design!

Summarization of the map concepts

The current idea is to have each game last about 3 minutes (similar to Clash Royale). A minute on each map.

Map 1 has a dragon statue that is missing an eye (dragon stone). The dragon stone needs to be put into the statue to activate Map 2. The dragon stone spawns at 25 seconds and the players get 10 points(just something random for now. Will need to be tweaked for balance) for putting the stone into the statue.

If a player in possession of the stone is hit, they respawn (if they have hitpoints left) and the stone comes into the possession of the attacking player.

As soon as the stone is put into the statue, Map 2 is activated!

The idea for Map 2 is to have a) a three-headed dragon (each head representing a different element. Earth, Fire, Water) in the center tile, or b) two dragons (randomly, Earth & Fire, Earth & Water, or Fire & Water). The dragon(s) begin a phase of the game where players get to decide if they want to team up and defeat the dragons or take advantage of the chaos and eliminate their rivals during this PvE/PvP mode.

Once the dragons are defeated, and if more than 1 player is left standing, Map 3 activates. This one adds complexity to movement via the use of portals.

The player with the most points, max hit points, or last one to survive is the victor after 3 minutes.

This is the next iteration of the gameplay that needs to be tested before we make additional changes!

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