Reality Flux Design Document

Team Members: Michael Zipp, Maxwell McRae, Matthew Giannelli

Aspirations:

Low bar: Terrain raising and lowering in fixed shapes on click. Basic flight controls. Three spells.

Medium bar: Terrain manipulating past basic shapes. Flight controls with better feel. Five to seven spells with unique feels.

High bar: Spells clearly interacting with each other, ten to fifteen spells with distinct feels, appropriate “balance”

 

Projected Schedule:

Week of Oct 28: Networking and character model, basic spell casting

Week of Nov 4: Spell graphics and interactions, health bars.

Week of Nov 11: spell interactions, more spells.

Week of Nov 18: cosmetics and tweaking

Week of Nov 25: Final polish and playtesting.

 

Alpha, Beta, Final targets:

Alpha: Basic combat, a few spells, networking basis complete. Need to be able to shoot enemy and acknowledge damage.

Beta: More spells, more models, terrain deformation utilized for spell blocking.

Final: Game feels “balanced”, nothing game ending or breaking remaining. Polish.

For our Alpha playtest, we want to implement a feature set that is both playable and demonstrates some core mechanic of our game.  Since our game is going to be a 1v1 combat game, we want to make sure multiplayer is working, and that we have basic spell casting and damage system implemented.  We also plan to have an initial version of the deformable terrain mechanic.  During the playtest, we hope to get feedback on the feel of the character motion and combat mechanic so we can refine it in the beta.

For the beta, we want to improve on the the deformable terrain, and focus on how it can be used strategically in conjunction with the spells.  We will also implement more spells to use, and focus on balancing the game and refining the character motion.  By this point, we plan to have all the major features implemented.  Our goal for this playtest is to see what players think about the various spells and combat mechanics so that we can make the game more enjoyable for the final release.

For our final release, we plan on taking what we have in the beta and fine-tuning it, without adding any major features.  Our goal is to have something that looks nice and feels complete, so we will use the time after the beta playtest to add more polish, and to refine the game based on the feedback we get.

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