March 11 work log

Foreword:

  It was decided to adopt my idea as a development target after voting by the group members. My work this week is on the design of game documentation, and learning how to use github .

Work content:

It mainly describes the documentation. The following is the content of the documentation:

Game name "The war of kingdom"
   
  1. Brief introduction
  This game is a turn-based strategy war chess game that incorporates card elements. Players will play the role of king, use cards, command their troops, and destroy the enemy's castle to win.
   
  2. Game settings
  (1) Resources
  1. Cards: Both players have the same card pool (including the type and number of troops). At the beginning of the game, both players will randomly select a certain number of cards as the starting cards.
  At the beginning of each round, the player can get x card supply (the number of cards in the player's hand is at most x, and the number of cards in hand is discarded). If the card pool is empty, no more cards are drawn.
  2. Mana Crystal: Mana crystal can be understood as action power, and each card will consume a certain amount of mana crystal. At the beginning of the game, the mana crystals of both players are x,
  At the beginning of the player's own turn, a mana crystal will be obtained and the mana crystal consumed in the previous turn will be recovered. Mana crystals have an upper line of x.
  3. Castle blood volume: that is, life value. When a player's castle HP becomes 0, the player loses the game. At the start of the game, both players have x HP.
  (2) Arms
  ps: Since it is currently in the design and conception stage, the attributes of various types of arms and the consumption of mana crystals have not yet been designed. The following will not elaborate on the introduction of various types of arms.
  1. Warrior:
  Ability introduction: It can be played in one's own turn, and cannot be actively controlled. At the end of one's own turn, it attacks the enemy unit in front of it (if there is no enemy unit in front of it, it will attack the enemy's castle), causing damage to the enemy unit. The damage of this unit's attack power.
  If due to terrain, there are two enemy units facing each other, you can attack both enemy units at the same time (hereinafter referred to as multi-attack).
  Brief description: This unit is the most basic unit, and it occupies the highest proportion in the deck. Reasonable use of this unit to create opportunities for multiple attacks is the key to winning, and it can also test your strategy.
  2. Doctor:
  Ability introduction: Can be played in one's own turn, cannot be actively controlled, heals adjacent friendly units at the end of one's own turn (I am considering whether to include the castle, if the castle is included, then the doctor's medical skills are really superb! - -, XD).
  Brief description: This unit has no attack ability, but its auxiliary ability is very powerful, but the disadvantage is that the end of the round will take effect with a certain delay, and the position of the doctor should be reasonably configured to treat friendly units with residual blood.
  The formation of the unit number gap is equally important.
  3. Knight:
  Ability introduction: can be played in one's own turn, can be actively controlled, once a round, attack any unit of the opponent (when there is no unit on the opponent's board, you can attack the opponent's castle), and cause the attack power of the unit to the enemy unit. harm.
  Brief description: This unit is the most flexible unit and has the effect of reversing the situation. Therefore, it is still very important to protect this unit and use this unit to attack the opponent's residual blood units to form a unit difference.
  In addition, I hope to expand the number of each type of arms, for example, each type of arms can be divided into low-level, middle-level, and high-level. The higher the level, the stronger the ability, but the more mana crystals required, and the smaller the number.
  (3) Venues
  The field factor will limit the number of units. Each player can have at most x units on the field at the same time. At the same time, the field will also change the position of the units. Positioning is a very important factor in this game, and its strategy is also positive. manifested in this.
   
  3. Game rules
  1. Using the traditional turn-based method, both players decide to go first and then the second through the roll point, and the second player can get a weak subsidy to make up for the balance.
  2. Players have their own rounds. During their rounds, they can use mana crystals to arrange units to form their own defense system and attack opponents.
  3. When a player clicks the end of the round, the opponent will start the round, and the player cannot make any orders during the opponent's turn.
  4. Each player has a certain amount of thinking time in each round. If it exceeds, the round will be forced to end.
  5. When a player's castle's HP is 0, the player loses and the opponent wins.
   
   
  4. Future Outlook
  Based on the phenomenon of the decline of traditional battle flag games, and to increase the interest of players, some reward mechanisms or challenge mechanisms can be added.
   
  Due to the balance of the game, some of the data above have not been set for the time being, and are replaced by x.
 

 

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