130 lines
5.5 KiB
Plaintext
130 lines
5.5 KiB
Plaintext
New skills
|
|
Tether
|
|
- hit an enemy, inflict a visual bind for a few seconds, end effect depends on which form the player is in when it ends
|
|
- light form: blind enemy (make them walk the other direction)
|
|
- shade form: instakill after a certain enemy HP threshold, slow otherwise
|
|
|
|
Reality Break
|
|
- light form: make all enemies double their drop rates
|
|
- shade form: instantly kill all enemies, halves drop rates
|
|
|
|
Shatterstep
|
|
- light form: for X seconds, create a platform below your feet when jumping, allowing for multiple jumps in the air
|
|
- shade form: when jumping, create aoe below you upon landing
|
|
|
|
|
|
Skill upgrades
|
|
Dash
|
|
- Refund cost upon successful stun/kill
|
|
- lower cooldown
|
|
- more range
|
|
- build up movement speed stacks with every dash, lose stacks upon getting hit
|
|
- more damage against targets that are stunned (inflict mark?)
|
|
- leave behind afterimage (enemy taunt)
|
|
|
|
Ranged Attack
|
|
- hold to charge, release for stronger attack (more damage and stun)
|
|
- faster speed, higher charge cost
|
|
- slower speed but more damage
|
|
- upgrade light form: pierce and slow
|
|
- upgrade shade form: aoe
|
|
- for every enemy kill collect stacks that increase damage, lose stacks upon not finishing enemies
|
|
|
|
Tether
|
|
- light form: higher hp threshold for kill; if used against boss: slower attacks
|
|
- shade form: longer fear; if used against boss: slower movement speed
|
|
|
|
|
|
How to obtain skill upgrades
|
|
- vendor (smith? trainer?) that can upgrade one spell (selection can be changed but requires paying for it every time)
|
|
- item (gem?) that can be slotted into armor to unlock a skill upgrade
|
|
- ring to go with necklaces (no synergy to not force those even more like armor already does)
|
|
|
|
|
|
|
|
Ascended armor
|
|
- select one awakened armor piece as the main piece and one as the sacrifice
|
|
- select X number of traits from the sacrifice to merge onto the main piece
|
|
- sacrifice gets destroyed in the process, creating an Ascended armor piece
|
|
- cost: many coins/rare resource?
|
|
|
|
|
|
Further ideas
|
|
|
|
Quests:
|
|
Repeatable
|
|
- usually has a loot pool of items but the player also gains resources to buy stuff from this loot pool (as some sort of pity system)
|
|
One-time
|
|
- fixed reward
|
|
- essential or useful for progression
|
|
|
|
Boss Tokens
|
|
- bosses drop an item (unique per boss) that can be "collected" (diary) to fight them again
|
|
- token can be brought to a specific NPC to upgrade it to fight harder bosses
|
|
|
|
Rework for Charge -> Flow, butterflies (for lore) instead of Lanterns
|
|
|
|
Regions
|
|
1st region: Shade mode is a thing, but not widely used. Player gets used to FLOW. First easy quest.
|
|
2nd region: Shade mode is needed for a handful of interactions, but not really for combat. First boss fight. First ability. Town 1.
|
|
3rd region: Shade mode is required to access areas or NPCs. New boss which unlocks region 4, but is optional for now.
|
|
4th region: Access through third area boss. Shade mode is required to traverse (unique environmental effects). Boss fight that has special targeting projectiles
|
|
if the player isn't in shade mode. New ability. Fast travel to 5th region/Town 2?
|
|
5th region: Alternate to 4th region in terms of progress. Light area. Town 2. Quest board/NPCs/player housing (for accessing the diary)
|
|
|
|
Ability changes (ideas)
|
|
Ranged:
|
|
- pierce
|
|
- less dmg for less flow cost
|
|
- faster/ramp up traveling speed/scale damage with speed
|
|
- more damage to specific enemies
|
|
- bigger but slower
|
|
- other directions (up/diagonal?)
|
|
- hold button to charge/release, first enemy hit will be marked for ? seconds, further shots will home in on marked enemy
|
|
|
|
Ground slam shade:
|
|
- knockback
|
|
- dmg immunity when hitting 1+ enemies
|
|
|
|
Light step:
|
|
- dmg up for ? seconds after/when touching platform
|
|
- speed increase after/when touching platform
|
|
|
|
Companion (fairy)
|
|
- interaction/guide
|
|
- ability: fairy bond teleport?
|
|
|
|
Fairy bond
|
|
- reinforce bond with fairy companion: allow fairy scout mode (fly and look but no interactions) and later on teleport to companion if it flies
|
|
ahead in this mode
|
|
- access to this bond mode takes a few seconds (channel) to not make the light step ability unneccessary
|
|
- fairy can make light at the expense of the player's flow
|
|
- fairy holes (environmental features/shortcuts) where player can teleport through with bond teleport
|
|
|
|
Fast travel
|
|
- items found all over the map (rune stones) which can be slotted into special devices to link those together as fast travel points
|
|
|
|
Enemies
|
|
design/behavior?
|
|
- slow patrol, move/jump in player direction
|
|
- slow patrol, doge backwards and leap at player
|
|
- stationary, shoot at player, burrow to somewhere else nearby
|
|
|
|
Quick recharge
|
|
- player can collect something in advance to refill charge mid-battle with a quick press of a button
|
|
|
|
Death
|
|
- what does the player lose?
|
|
- upgrades to lose less?
|
|
|
|
Lore
|
|
- player character is a being of light and dark, created by a forbidden love between a light and dark being
|
|
- gods? -> forbidden child <- banished and sleeping -> woken up long later by fairy companion (this is where the game starts)?
|
|
- parents of player character sent companion to support and guide the player back to their parents
|
|
- flow/charge is not inheritently dark or light, it is simply a resource that exists in the player character and a few other things in the world
|
|
|
|
World change
|
|
- mid game progress: unique weapon that the player can choose to take
|
|
- world changes if weapon is taken
|
|
- if weapon is not taken, player can still explore and return later to take the weapon unless they trigger a different event which would also change the world
|
|
(but differently compared to when they'd take the weapon) -> do they still get that weapon but in a different variant? |