πŸŒ‡Location gameplay

Description

The location UI. It has two states: traveling and battle.

Standard UX: current weapon (ammo count, reload button, change weapon button), inventory button, interaction button, sit/stand button, chat button, chat block.

Battle UX (additional): turn timer, Action points indicator, end turn button, undo button, shoot/move switch button.

Common information

  • Every location is represented as a wire of 64x32 hexes, which the player can use for actions (move, shot, interact, and others);

  • There are three types of obstacles that can be on a location: small, medium, and high;

  • The player can move while standing or sitting;

  • The player cannot reach a cell where the other player stands. If the player riches the occurred location, the movement stops, and the following action in the queue launches;

  • Double-click on a cell and turn the run animation on;

  • Double click on a cell while the character is sitting, turn the stand animation, and then turn on the animation;

  • Buttle Phase start rules:

    • If there is an aggressive NPC or a player attacks another player or NPC, the combat phase is activated;

    • Aggressive NPC and moves become RED in case they are triggered to attack a player or are being attacked by a player;

    • If a player tries to attack another player or NPC but misses, the combat phase is not activated;

    • If the player attacks another player, he is marked as RED;

    • If the player attacks the RED player, he does not become RED;

  • Buttle Phase end rules:

    • The combat phase is completed when all REDs are eliminated;

    • The combat phase is completed when there is only one (or 0) player left;

    • The combat phase is completed when there is no damage during five turns ;

  • During the combat phase, all players at the location are playing by the rules of a combat phase;

  • If the player enters the location that is under the battle phase, the player joins the battle phase;

  • The player controls the primary camera with the following methods:

    • Pan - mouse scroller click and hold

    • Zoom - mouse scroller scroll

    • Rotate - Right mouse button click and hold

    • Action - Right mouse button click

  • The player can click on the opponent to get an information window about him (see use cases);

  • Cells for leaving the location are marked with blue color

Traveling phase

  • During the travel phase, the player does not spend Action points;

  • The player can leave the game and does not receive any penalties;

Battle phase

Combat phase between players/NPCs at the location. Rules:

  • The combat phase is divided into rounds, limited by a timer or player actions;

  • Each round consists of 2 phases: planning and visualization. The information further;

  • Each round launches at the same time for every user, and users should plan their actions for the current round;

  • After the planning phase, all the calculations are done on the server side, and all the users see a round visualization with all the actions. After this, the next round starts for all the users left from the planning phase;

  • The player has action points (AP), which he can spend on moving in the location and on using weapons during the round (AP consuming by weapon could be found in the balance document);

  • Walking AP cost is 1 AP/cell, Slinking (sitting) 3 AP/cell

  • During the round, the player can both move and shoot in any order if he has enough AP;

  • The player may assume standing/sitting positions. In the "sitting" position, the player has a higher chance of dodging, and it takes more action points to move;

  • The player chooses where to move and which cell to shoot. Actions are performed in the order of queue;

  • Ghost: Every action is visualized as a ghost in an action pose on the cell with an action number (to synchronize with the queue);

  • Ghost: If the action duplicates in the same cell, the ghost is not duplicated (as example 2 shots from the same cell);

  • Ghost: Ghosts disappear with the launch of the visualization phase;

  • The player can cancel actions in the queue while clicking the "Cancel "button on a panel. The movement ghost will disappear with movement action cancelation. The cancel action does not inflict penalties and can be used during the planning phase;

  • The calculation of a hit grid is described in the Shoot logic section;

  • During combat, the player can switch control to move and shoot. And also to reload, change weapons between two slots, and open the inventory. The inventory activities take up additional action points;

  • If the player's action is interrupted (another player comes to a cell or the cell on the way), the current action is stopped, and the next action in the queue launches;

  • With a successful hit, the actual zone is determined by additional weights and adds the armor parameter of the zone for calculations;

  • Weapon loses its Durability per shot - Weapon;

  • Armor loses its Durability per hit - Armor;

  • The player has six slots for armor, two slots for weapons, and three slots for grenades/medicine;

  • During the fight, the player can use medicine that acts immediately;

  • If the time of the round ends and some player does not match, his turn skips, and the next round starts without waiting for his turn;

  • After death, the player finds himself in the nearest city in the hospital instantly;

  • The player couldn't be reborn in the location of death for some fees;

  • After death, the player loses all items in the inventory, except for NFT items and those items that the character is wearing;

  • On the grid, while moving action, the cells are indicated by color: white - where you can walk; green - an obstacle from which you can shoot while sitting; yellow - an obstacle due to which you can hit while standing; red - obstacles are complete;

  • On the grid, while shooting action, the cells are indicated by gradient color: from grey to green - according to a hit chance (the higher - the greener);

  • Whenever the character gets hit, it is visualized by either red (critical), yellow (standard), or white (dodge) text flying up from the hit point;

  • Items can be picked up from the character within N time (60 min), after which he is destroyed along with the remaining inventory;

  • Items can be picked up either during a battle phase or a traveling phase;

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