Sunday, 5 May 2013

Character Design: A quick overview!

So, before I launch into a set of individual character designs, I'm going to quickly go over what I'm trying for overall. Essentially, my top priority is that each character will be fun to play as, fun to play with them on your team, and fun to play against. These are fairly difficult to get in balance, and I honestly doubt I'll manage them all for every character, but that's life. They're in order of priority, there- essentially, if a Templar is not fun to play, nobody plays them, and the time spent developing them was essentially wasted. So I'm trying to avoid that.

More specifically to the game, I want to make sure that every character brings something unique to a team, while still fulfilling a wider role- to this end, each character will have a focus, and a role. Focus will be something that is unique to them, that you essentially don't get with anybody else- as a couple of throwaway examples, invisibility, or ranged explosive attacks- you get the idea. The wider role will be the purpose they serve in the team. In the interests of making classification of roles easier, I've decided to put down what I have planned rolewise here.
  1. Assassin- Assassin types deal incredible amounts of damage to a single target very quickly, but have to wait a long time in between attacks, and die very easily.
  2. Nova- Nova types are similarly squishy and similarly have long cooldowns, but deal slightly less damage to a greater number of people, either through multitarget attacks, or through area of effect attacks.
  3. Cannon- Cannon types (full name Glass Cannon) are also relatively easy to kill, but they deal significant amounts of damage very quickly. They deal less damage than Novas and Assassins, but they have much, MUCH quicker cooldowns, so they can deal damage rapidly to several targets as needed.
  4. Fighter- Fighter types are similar to Cannons, but with two major differences: One, Fighters deal slightly less damage, and two, Fighters have a means of escaping death if they get caught by the enemy team- be it a dash, a blink, a speed boost, anything like that.
  5. Bruiser- Bruiser types are fairly middle of the road. They're tougher than Fighters but weaker than Tanks, they're less damaging than Novas but more than Cannons, they cool down quicker than Assassins, but slower than Cannons. Essentially, they're the bread and butter of the game. Nothing in particular that they're good at, but relatively few weaknesses.
  6. Beatstick- Beatstick types are similar to Bruisers, but different in a couple of respects. They're slightly weaker, and deal slightly less damage, but they make up for it by being much more mobile than Bruisers- essentially, they're the sort of people who engage fights, who chase down people trying to flee, and generally annoy the enemy team.
  7. Tank- Tank types do not die. Ever. They generally deal very little damage, but make up for it by being virtually indestructible, applying lots of disables and crowd control to enemies, and being able to save their allies from harm.
  8. Support- Support types are not very strong of themselves. They are fairly tough, but they have essentially no- or sometimes, literally no- damage, but make up for it by making their allies significantly stronger, by buffing allies, debuffing enemies, healing allies, and other such useful skills. 
  9. Assistant- Assistant types are similar to Support types, but trading some utility for the ability to deal some damage on their own- they're able to both assist their allies and deal some damage of their own at the same time, but aren't the best at either.
Finally, the last thing I want to make sure of is that each character has a distinct personality, and that their gameplay doesn't segregate from their personality. Essentially, I want them to be characters, not just a blank face you can play as. This is relatively low priority compared to the above, but it's still a major concern.

So, that's the overview, stay tuned for the specifics!

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