BATTLE CONTROL
TOUCH a button to activate
TOUCH a skill to queue the skill
TOUCH & HOLD to rotate the camera angle
BATTLE FLOW
Battles are taking place on a long ‘corridor’ which represents the planet they are in. After an enemy group is defeated, the player will move forward on a predetermined path.
ATTACKING
- Battle in this game are semi turn based
- Using the Active Time Battle system results in the character keeping on attacking, even when the player decides not to push any button.
- The turn order is determined by speed.
- Players can decided to focus all of their character attack on one enemy by pressing on them, otherwise the AI will control the player’s team targeting.
- If the special attack move is pushed, it will be activated the next time that character is in turn.
- After using the special attack move, a cool down occurs.
- Each skill has their own cool down stats.
ACTIVE TIME BATTLE
The character icon will be on a time bar that runs as wide as the screen.
It will start on the left and will move to the right of the screen as the battle goes on.
If a character reaches the end point on the right, that character will do his/her/its action.
The action ranges from basic attack to special attack.
The speed is determined by the character’s speed stats.
The formula to convert the speed stats to milliseconds is as follows:
SPECIAL SKILL
Special skills are performed by pushing a button on the bottom of the screen.
Once tapped, the button will glow (the border changes) and the skill will be performed when the player reaches the end of the time bar.
Every character has two active skills that can be activated this way.
When the skill is activated, the player has to perform some actions in Quick Time Event in order to determine the effectiveness of that particular skill.
QTE Result:
Tap Number in ascending order
Numbers appear in random positions and players have limited time to push them in order.
- The buttons should never overlap, next to each other is fine
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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3 target
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5 target
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8 Target
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If the player doesn’t press any button, the result will be automatically considered as a miss within 6 seconds.
Bad: if the player presses correctly but reaches less than 20% (1 on easy, 2 on medium, 3 of hard).
Good: if the player finishes within the time limit.
Perfect, if the player finishes within the time limit and has 2 seconds or more to spare.
Tap the screen repeatedly
A bar appears in the middle position and on the edge there is a red ‘target’. The rest of the bar is yellow and it is continuously moving downwards. There is also a timer in the middle. Players have to tap on the screen repeatedly in order to try and stay away from the left edge.
Lose Condition: if the bar goes all the way to the left, the player loses.
Time: 4 seconds
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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Drop rate slow
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Drop Rate Medium
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Drop rate fast
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Bad: if the player has reached less than 50% when the time ends.
Good: if player has reached the red bar when the time ends.
Perfect, if the player is all the way on the red bar or further when the time ends.
Do circular motion repeatedly
The variation from above repeated screen tapping is doing a repeated circular motion with one finger. Along with the bar on the screen, there is also a circle in the middle on which the player can perform that alternate action.
Lose Condition: If the bar goes all the way to the left, the player loses
Time: 4 seconds
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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Drop rate slow
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Drop Rate Medium
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Drop rate fast
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Bad: if the player has reached less than 50% when the time ends.
Good: if player has reached the red bar when the time ends.
Perfect, if the player is all the way on the red bar or further when the time ends.
Tap on time with the indicator on screen
Similar to a lot of golf game mechanics, there is a cursor going back and forth on a bar. On top of that there is also a pointer that shows the main target and the tolerance. Every time the player succeeds, he/ she will be challenged with another bar in a faster speed. Players have to do this three times in total.
Lose Condition: if the player misses entirely.
Time: 4 seconds
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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Slow speed, big target
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Medium speed, medium sized target
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Fast Speed, small target, big tolerance
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Bad: if the player hits only once.
Good: if the player hits all three.
Perfect, if the player hits all three and all on the correct target.
Swipe to the indicated direction on screen
The player will be presented with a series of instructions that have to be followed e.g. swipe up/ left/ right/ down. This action has to be done three times successively in order to pass.
Lose Condition: If the player misses
Time: 4 seconds
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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Slow time
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Medium speed
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Fast Speed
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Bad: if the player is correct only once.
Good: if the player manages to do the action correctly all three times.
Perfect, if the player manages to do all actions three times correctly and within 5 seconds of each instruction displayed.
Press and hold until reach a target
The player has to press and hold the screen to fill the target. This action has to be done three times in succession in order to pass.
Lose Condition: if player goes over or under too much.
Time: 4 seconds
Easy (Skill 1-2)
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Medium (Skill 3-4)
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Hard (Skill 5)
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Slow time
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Medium speed
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Fast Speed
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Bad: if player manages the action correctly only once.
Good: if player does the action all three times correctly.
Perfect, if player does action all three times correctly and within 5 seconds of each instruction displayed.
BATTLE POSITION
Each battle requires a team. The player’s team consists of up to 3 members whereas the opponents team consists of up to 5 players.
The formation of teams is determined before the battle and cannot be changed during the battle. One main character, usually Boboiboy or one of his friends, will be the elected leader.
Except for player #1 (meaning the leader), the other players have no distinct (dis)advantage over each other.
If a HERO character is slotted in the #1 position as a leader, his/her leader ability is checked and if valid, activated during the course of a battle, and rechecked at the beginning of a battle
BATTLE STEPS
BEFORE THE 1ST BATTLE
- Screen will be on (roughly) 45’ angle with the hero team on the bottom left corner and the enemy facing the player on upper right corner
- Both the hero team and the enemies will come running from the edge of the screen, and doing the PRE-BATTLE animation (taunting)
- Next, both hero and enemies getting ready to battle with their IDLE animation and the ATB meter starts
END THE BATTLE (if win)
- Hero Character doing their win pose
- Continues to next wave
- The Hero and his team run forward and the camera following them on the center
AFTER THE 1ST BATTLE
- Screen will stays on any angle the player have last
- The enemies team approached by the player, they’re on their IDLE animation
- After meeting the enemies the hero change to IDLE animation and the ATB starts
END THE STAGE (if win)
- Hero Character doing their win pose
- Pull the loot receive screen
- Loot received is randomized from the possible drop list per level
- The rarest drop will always be obtain during the first time they clear the stage
- The rarest drop after drop will only have the chance to be dropped when they clear the stage with 3 stars
- The experience gained will only be calculated at this stage.
- Only equipped character gain the experience
- Shows ‘LEVEL UP’ on each of the character portrait
Refer to loot list on google drive
Rarest Drop condition: 3* 10% Chance
Uncommon Drop: at least 2* 30% chance
Common Drop: always drop
END THE STAGE (if lose)
- Invoke you lose screen
- Over to continue by paying chocolate
- Shows ‘LEVEL UP’ on each of the character portrait..