March 29 work log

Foreword:

  In view of the requirement of writing requirements analysis documents, this time we started to design the content of game data.

Work content:

I. Introduction
  In order to initially establish the rationality of the game, we decided to carry out preliminary data design in the implementation of the game content this morning.
  This data design mainly includes levels, player data, game rules, values ​​of mercenaries and enemies, etc.
  This design belongs to the simulation stage, and a large part of the data may be unreasonable and will be corrected in subsequent versions.
  In addition, if you have good ideas and suggestions, you can also put forward them to make up for improvement.
  2. Detailed data design
  (1) Game levels:
  At present, there are three levels initially determined, namely Mutated Forest, Origin of Evil, and Terror Castle.
  The theme background of the mutant forest is forest, and the enemies in the level include bats, chicken snakes, bumblebees, demon flowers, junks, giant scorpions, poisonous snakes, and magic spiders. The guard BOSS of this level is a giant beast.
  The theme background of the source of evil is the dark valley, and the enemies in the level are the watchdog, Kemera, the gazer, and the Minotaur. The guard boss of this level is Lamia.
  The theme background of the horror castle is a spooky castle. The enemies in the level are demons, gargoyles, wandering evil spirits, vampires, and zombies. The guard BOSS of this level is the God of Death.
  Players can gain experience, money and props by defeating the enemies in each level to improve their strength, and finally challenge the final BOSS dragon of the game.
  (2) Game rules:
  1. The form of war chess
  Mercenaries and enemies have the following data: Action, Attack, Defense, Attack Range, Health.
  All units in the game will be distributed in a 17*13 rectangular square, each unit occupies a 1*1 square, the right unit cannot stand in the same square, when the enemy unit and the right unit When standing in the same square, the attacker will attack the defender once,
  The aggressor will then step back one space in the original direction.
  The maximum number of squares each unit moves in a turn is its action value, and it consumes all action values ​​when it fights.
   
  After each attack, the defender's HP = original HP - (attacker's attack power - defender's defense power * 0.2), when a unit's health value is 0, the unit dies. /*! ! ! */
   
  The attack range of melee units is a 3*3 matrix centered on it, but they can only attack enemies in one direction.
  The attack range of the magician in the remote unit is a 1*5 matrix directly above, below, left and right, and can attack the enemy in a straight line at a time.
  The attack range of the marksman in the long-range unit is a 1*9 matrix directly above, below, left and right, but it can only attack the first enemy on a straight line at a time.
   
  2. RPG form
  Players and bosses have HP, MP, Physical Attack (ATK), Physical Defense (DEF), Magical Attack (MGA), and Magical Defense (MDE).
  Whenever you are attacked, your HP will be reduced, a certain amount of MP will be consumed by releasing skills, and normal attacks will cause physical damage equal to the physical attack power.
  When receiving physical attack, HP=original HP-(physical damage-physical defense*0.4); /*! ! */
  When attacked by magic, HP=original HP-(magic damage-magic defense*0.6). /*! ! */
  Player initial ability: HP: 400, MP: 100, ATK: 50, DEF: 50, MGA: 20, MDE, 20.
   
  (3) Player data
  At present, the resources available to players in the game process are as follows:
  Initial Town King Reward: Nameless Sword*1 (+100ATK), Armor*1 (+100HP,+50DEF,+20MDE), 3000gold.
  Town Hidden Items: Legendary Helmet (+500HP, +300DEF, +200MDE), 3000gold.
   
  The Mutated Forest will drop Legendary Gloves (+500HP, +300ATK, +200MGA),
  Source of Evil will drop Legendary Necklace (+500HP, +250ATK, +250MGA), Legendary Ring (+500HP, +250DEF, +250MDE)
  Horror Castle will drop legendary armor (+1000HP, +500DEF, +400MDE)
   
  In addition, after defeating the boss of a certain level for the first time, you will get the soul crystal of the boss. After collecting 3 soul crystals, you can exchange for the legendary weapon.
  After each clearance, you can get 5000+level*100 points of gold and 0.8*current experience points+120 points of experience points.
  The player's experience bar is determined according to the experience value curve in RPGMV.
   
  Some other common equipment can be purchased at the blacksmith shop in the town. The tentative price is 4000gold, and its properties will not be described here. It can be roughly according to this specification.
   
  (4) Mercenaries and enemies.
  Unit Name Action Attack Defense Health Commission
  1. Brave 4 20 20 50 1500gold
  2. Priest 2 20 10 30 1500gold
  3. Knight 9 25 25 60 5000gold
  4. Warrior 5 30 30 70 5000gold
  5. Magician 3 20 15 50 3500gold
  6.刺客 7 25 15 50 3500gold
  7.神射手 3 30 20 50 5000gold
  8.变异森林中的怪 4(精英怪为6) 15 20 40(精英怪为70)
  9.邪恶之源 同上 20 20 同上
  10.恐怖城堡 6 25 25 60

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