Is it Ethical to Travel Now? With that Freedom Comes Responsibility.
I. Game Overview
A conventional turn-based RPG in which players control characters with different positioning and defeat their enemies through strategy and cooperative decisions.
II. Highlights Design
2.1 Worldview
2.1.1 League of Legends Universe
The worldview is taken from the League of Legends universe, with all the heroes appearing from the League of Legends, but there is no threshold for the game’s plot, so new players can quickly understand the motivations of the characters: Plank killed Doom’s family as a motive for Miss Doom’s revenge, Bronn embarked on a journey to find herbs to help the children who had no medicine, Oroy followed the guidance of the goddess, and Aso kept his promise to get rid of the shadow of his brother’s murder. All the heroes' motivations are plausible (at least on the surface)
The characterization is also noteworthy: Miss Doom, who has been implementing an iron-fisted regime, sees her first mate badly injured by the Black Mist and rushes forward to tend to him in a shaky native voice (and on other occasions, including when interacting with old comrades like Oroy, keeps her voice deliberately low and her voice and tone strong like a man); Bronn is still a headless, goofy guy, but when his partner is in crisis As a player, I think so. During her journey, it is the guidance of the goddess, the teachings of the elders, and the help of her companions that make her firm in her beliefs, and her tone becomes more and more determined to defend her home. Text and voiceover that match the character’s personality are key to great characterization.
2.1.2 Bilgewater extension
The game’s Bilgewater scenery is very elaborately laid out: seas, ships, pirates. The most common items in the map scenes are exotic items such as ceramics and silk. Everywhere you look, houses, staircases, and ships are made of wood. Unlike Piltwolf’s Hex High-Tech, Birgitwater does not have high-tech products or weapons, so the game’s teleportation points are packaged as ordinary hot air balloons, small details that make you marvel at the top-notch quality of Fist’s art and plot designers.
2.2 Character skills
The game recreates as much as possible the positioning, skills, and mechanics of each hero in the MOBA. The handling of this part is not as stunning as the design of LOR (League of Legends card game), but it is still excellent - it is more difficult to do in a turn-based game.
III. LowB design
That’s right, the highlighted design of this work is done (꒦_꒦)
I wanted to analyze the game, pick out the highlights and analyze them, and then summarise them as lessons learned.
But I’m going to say something about this one because their design is so …. I’m not going to say anything about it.
So much so that I got the impression that “No way, this is what Fist is all about?” I was under the illusion of
Luckily, I’ve been playing LOR lately, so maybe all the good designers have gone into LOR
As for the reason why I wrote LowB design, it’s to serve as a warning for my active game design and indie games in the future
The requirements for writing a LowB design are: I need to understand what it is, why I think it is low, and if I were to do it, what would I do to make a good design that I am happy with?
Okay, so here we go the first LowB design!
3.1 The attribute “snappy”
For example, if character A has a speed of 1 (m/s), it will take 100s to complete a turn (meaning A’s next action); if character B has a speed of 2, it will take the 50s to complete a turn.
This is just an example, it’s certainly not how it works in the game, but the mechanics are very similar: the higher the character’s sprint, the faster the action turn will come. However, there are very few ways to source bonuses to Haste in this game, resulting in **A strategic way to create advantageous fights with Haste advantage being blocked. **The player can try to increase the speed of the output type gods to get a head start in the battle and grab an advantage; they can also intentionally lower the speed of the support type gods to prepare for the debuff at the beginning of the next turn to prevent the opponent from purifying the debuff. debuffs.
3.2 Fast, balanced, and effective lanes and buff zones
I can understand what the designers were thinking when they designed the game: how do I make a turn-based combat strategy? If a character is going to unleash a powerful skill, then let him choose his speed of release; the faster the speed, the lower the intensity. Putting the choice in the hands of the player encourages them to take the length of the line and to have the character in a buffed area at the start of the next turn to boost their combat abilities.
But the question is, how does the player know that if I choose one of the three troop lines this turn, what will my enemy choose? If they also choose to release a skill, allowing themselves to progress just ahead of me and into the buff zone as well, wouldn’t it be more cost-effective for me to punt immediately at the start? Or, what do I do if the enemy’s passive skill has a damage reduction effect on a certain lane and I can’t eat the buff zone without using that lane, or if I use another lane I will eat the debuff zone?
Unfortunately, in the current game interface, players cannot see the location of the buff zone for the next turn, nor can they see information about enemy behavior.
3.3 Taunts, move progression, and enemy behavior
Each character in battle has an exclusive move, which relies on the character’s actions to build up move energy. When the motion energy is full, any character can use the move (the move is a parry like a parry).
The problem is not with the mechanics of using the move, but with the accumulation of energy: every turn, the tank hero can release a taunt skill that is used to taunt a unit to attack him. When a character taunts, he gets an extra chance to act, and when he acts again, the power of his move is increased once more. This results in two tank heroes, both of whom are taunting + extra actions, building up their move energy very quickly, allowing the player to crush the enemy with frequent moves.
In addition to the outrageous design mentioned above, the enemy’s actions are not interrupted by the character’s taunt skill, which means that if a character taunts an enemy, but that enemy’s action is to release an AOE skill, the character will still release the AOE skill.
3.4 Equipment values, traits, and enchantment system
The problems with equipment, equipment values, equipment traits, and the enchantment system stem from the three core ailments mentioned above. Because of the lack of strategy in the turn-based system and the need to make distinctions in the difficulty of the game, it has resulted in equipment being forced to be drawn with a level distinction, with high-level equipment being brainlessly better than low level, and high-quality equipment being brainlessly better than low quality. Once acquired, the equipment is compared to the current equipment, and if it is good, you put it on, if not, you throw it in the warehouse.
The design of the characteristics of the equipment is also very inexplicable: the armor characteristics of the tank are defense and anti-damage, the weapon characteristics of the output are probable bleeding and probable ignition, while the runes are designed to work with debuffs are on the tank’s body. But the tank is bolted to the smooth skill because of two actions and more energy for the big move, and cannot effectively play with it, killing the first signs of equipment affecting the battle strategy in the cradle.
3.5 Dungeon skills and scenario and level design
When the system tells players that they can gain an advantage when releasing dungeon skills to fight the enemy, then the pre-battle strategy of using dungeon skills as a trigger for battle should be known to the players. However, the dungeon skills of the different heroes are not very different, just multiple tentacles, multiple points of damage, and slowing down the enemy’s movement (which is not obvious). And until I know what abilities my opponent has, I don’t know how to choose my dungeon skills to be the optimal solution. So as a player, I swing for the fences, and as long as all my starts are with dungeon skills I’m not losing out.
Dungeon skills should be used more for scene interaction and level decryption rather than as a brainless war trigger, but in this regard the designers and the scene art staff did not work well together, making the system seem very weak.
IV. Ideas for improvement
If I write about the LowB design, I must write about my current ideas for improvement, it is the work of keyboard warriors to spit and not offer solutions.
And set an alarm for me to look back at this article today next year to see if there is anything that needs to be improved, or to reverse the original idea of improvement
4.1 Battle system adjustments
Progress bar display content adjustment: from currently displaying a fixed length to displaying the length of the progress bar to the skill that is furthest from the strongest soldier line of all skills. And mark the cut-off line for each turn. Order of actions for each character (dynamic numeric display)
Sprint attribute adjustment: adjust the base value of each hero’s sprint so that tanks are faster than outputs, and adjust the sprint bonus value of the output hero’s equipment
Battle information display: at the beginning of each turn the actions to be performed by the enemy is automatically marked, clear actions are displayed with a specific picture, unclear skills are displayed with a question mark
Monster actions can be interrupted: can be interrupted by taunts, new hegemony mechanic allows monsters to not be interrupted by taunts
Energy gain for moves: Energy gain for moves is calculated independently based on the skill used, no additional energy is given for multiple actions in the same round
4.2 Out of game adjustments
Increase the interaction between dungeon skills and scenes (Bronn smashing through broken walls is a very good design): Lady Gun using her gun to open the mechanism behind the waterfall, Compression sweeping away the spider webs with her wind, and Oli pulling out the black fog area with her tentacles will be a very good experience.