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University Work - ARPG Paper Prototype

We were tasked to do a prototype for a game.



Domcumentation ARPG GDD


The purpose of the paper prototype is to get a feeling of the combat, see if the amount of life or damage are more or less OK. Obviously, once done in digital it is going to be different as it will be in real time, but this should point me in the right direction when starting with the digital version.


THE SETUP


The units:


Each piece is supposed to represent a group of units, but at the end, with the exception of the Cutelings, I used them as single units.


The player’s AOE attack guides:



HOW IT WORKS


The idea is to create a turn base system that emulates the real time one more or less.

  • It’s a turn based combat and each turn represents 2.5 seconds in real life.

  • Each unit (or the player) can make a short move or attack or move a longer distance with no attack on each turn.

  • The player will move around to avoid the attacks and enemies, this is represented by a 50% chance of the enemy attack to be avoided each time the player is attacked.

  • To speed up things, I’m not going to use the Armour or the Critical Attack mechanics, otherwise I could spend ages doing damage calculations. This will be used and adjusted on the digital version.


Cooldowns


Canonling attack 3 Turns

Player’s L1 attack 3 Turns

Player’s L2 attack 3 Turns

Player’s L3 attack 3 Turns

Player healing ability 5 Turns

Player invulnerability ability 5 Turns


Everything else has no cooldown and can be used every turn.



FIRST COMBAT SIMULATION

Frontal attack with a small group of enemies.


The last encounter before victory


Notes


  • The player came out victorious, but not without a struggle.

  • The amount of damage received was fairly high despite it being a small group. As soon as the groups grow bigger, the damage income may be too high.

  • Player has to wait for the attack skill cool downs to resume before attacking again creating a lapse of time where the player is unable to attack. This could be fixed by reducing the cooldown and the damage of the Level 3 attack by a third. This wont change the DPS of the skill, and allow the player to attack more often and use the skill more successfully to snipe down units with very low HP.

  • The Level 1 attack doesn't feel impactful enough, maybe doubling the cooldown and the damage will make it feel like a stronger attack while again maintaining the DPS unchanged.

  • The Canonling needs to attack more often.

  • The healing and invulnerability abilities cooldown is too low.

  • It took 16 turns or 40 seconds to finish the combat. This seems OK for a small group.


Player blasting through enemy forces



SECOND COMBAT SIMULATION


Player flanked by two small groups.



Changes


  • Nosocuteling dmg reduced from 10+1D10 to 4+1D6

  • Canonling dmg reduced from 20+1D20 to 10+1D10

  • Canonling attacks cooldown reduce from 3 turns to 1 turn

  • Level 3 attack cooldown reduced from 3 turns to 1 turn.

  • Level 3 dmg decreased from 30+1D12 to 10+1D4

  • Level 1 attack cooldown increased from 3 turns to 6 turns.

  • Level 1 dmg increased from 5+1D4 to 10+1D8

  • The healing and invulnerability abilities cooldown increased from 5 turns to 9 turns.


Notes


  • Player died having killed only the Cutelings and one Shooterling. This is clearly too much for the player. Was it because of the two fronts and having to split the attacks? Or was it a mere question of brute force?

  • The Shooterling attack range is a bit short maybe? This would probably be better addressed on the digital prototype.

  • The AOE doesn’t extend very far in any of the attacks, this means the player has to get close to the enemies to attack to maximise damage and risk getting attacked. Never though using range as a way to increase the threat levels. I like it.

  • Apart from the player feeling a bit underpowered, everything feels alright.



THIRD COMBAT SIMULATION


Front attack full force. Same amount of enemies as in the previous simulation.


HP score sheet


Notes


  • The player lost again but killed every unit but the two Canonlings. This shows that the strategic placement of the units makes quite a difference. Good!

  • Player still feels underpowered, but I haven’t used the Armour nor the Critical Attack mechanics. Both would give the player a considerable advantage.

  • Also, a good player may be able to dodge more than 50% of the attacks.


Conclusion


I don’t think I can get much more out of this without overcomplicating it. I’ve got a lot of useful information, so it has served its purpose. Now let’s get with the scary part, the digital version.



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