From a2f5605c5efe13c97348ee16ceaaf62398e199b9 Mon Sep 17 00:00:00 2001 From: Erzangel Date: Wed, 30 Apr 2025 12:55:16 +0000 Subject: [PATCH] docs: lay down initial ideas for item-durability inspired game --- item-durability-boardgame.md | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) create mode 100644 item-durability-boardgame.md diff --git a/item-durability-boardgame.md b/item-durability-boardgame.md new file mode 100644 index 0000000..facf6f1 --- /dev/null +++ b/item-durability-boardgame.md @@ -0,0 +1,29 @@ +# Unnamed Item Durability Boardgame + +Solo boardgame which main idea relies on the item durability design concept from the Fire Emblem series. + +- Core idea revolves around the player having three item slots, which can be engaged / at rest: + - An engaged item will modify the property of the player's next action; + - Items have limited amounts of uses: when engaged, they consume 1 use, when out of uses they disappear. +- Could be implemented as a game played in a 6x6 grid, where the player's actions will be "move north/east/south/west". +- Some items will be weapons (only 1 can be engaged at a time), much like Crypt of the Necrodancer they have a range / pattern of tiles where the attack is applied, an attack value, and of course a durability. + - The player's main goal is to constantly have 1 working weapon, maybe multiple ones to raise their strategic options, but they will consume item slots (3 max) +- Items slots will raise over the course of the game to increase strategic options +- Goal could be to reach an exit tile on each floor, every 3 floors there is a boss where you need to defeat an enemy in particular +- Some items will have effects on movement (move diagonally, move 2 tiles instead of 1, move backwards) while others will have supportive effects (Duct tape: enemies do not move this turn, Vigor potion: +1 attack for engaged weapon, some item: gold reward if engaged when killing an enemy) +- Enemies will be cards on the board with an HP value, and a predictable, transparent movement & attack pattern communicated to the player. They may move before OR after the player's action + - Most basic enemy just goes towards the player, privileging horitonzal movement before vertical to break ties for example + - More complex enemies could follow varying patterns depending on turns, etc. To define +- Idea to perhaps explore: there could be various kinds of terrain on the 6x6 grid, which carry over from one fight to the other: + - Example could be "grass terrain: fire weapons deal 1 more damage when the enemy is on them", or "ice: immediatly slip to the other end of this tile when entering it", or "brick wall: impassable" +- I love deckbuiling so there could be a deckbuilding element allowing you to play 1 (or more effects if engaging certain items) from a hand of 3-4 cards (such as +1 attack, enhanced movement, placing terrain, ...) +- Possibility to obtain passives (up to 1-2-3 during your run, depending on the character you are using) +- Replayability comes from the rewards you get (from chests on the map, enemy defeat rewards, floor clear rewards) which are taken from a pool, and multiple characters could exist + - Character ideas: Alear (for the easy Fire Emblem comparison, could charge an Emblem over few turns and deploy another unit moving with them & applying damage), Patchouli Knowledge (Switching between 5 elements, changing each turn), Erika Furudo (Erika Furudo) + +There is a possibility for multiplayer here as well, if both players plan their turn in advance & resolve it when they are both set up + +## Prototyping + +- A very short gameplay loop can be experimented with on Tabletop Simulator to validate the above ideas & try to see if they flow correctly. +- This could also be done by reusing assets from Fire Emblem Heroes / Fire Emblem Engage \ No newline at end of file