Design main components for the game using short sentences and, diagrams.
| Component | Targets: |
| Basic movement |
|
| Attacks |
|
| Object interactivity |
|
| Health, stamina and, mana |
|
| Basic AI |
|
Axis movement – Directional movement of the character during gameplay. This includes X, Y and Z axis. Speed can be altered by items and, abilities.
Jump – Player can move on Z axis by jumping. Height of jump can be altered by items and, abilities.
Crouch – Player can crouch to avoid an attack, attack lower limbs, or fit through smaller gaps.

Basic melee attack – Attack which has a specified range and deals damage to an enemy in front of the player character.
Basic ranged attack – Attack which has a specified range and, deals damage to an enemy which is distanced away from the player character.

Player can interact with an object using a pre-set button.
Different interaction types should be performed using an Enum.
| Enum types of interactivities: | Description: |
| Doors | Used for doors and, trap doors. Will open/close intended door |
| Character | Used to interact with characters. This can be for speech, walk/stop interactions or, quests. |
| Container | Used to interact with containers. This can be to open them. |

These statistics are included in a special “statistics” component inside characters.
| Functionality: | Description: |
| Increase value | Increases value of specified statistic |
| Decrease value | Decreases value of specified statistic |
| Change value | Changes total value of a specified static |
| Fill value | Fills value to a maximum permitted |
| Variable: | Type of variable: | Description: |
| Current health | Float | Current amount of health character has |
| Maximum health | Float | Maximum amount of health character can have |
| Current mana | Float | Current amount of mana character has |
| Maximum mana | Float | Maximum amount of mana character can have |
| Current stamina | Float | Current amount of stamina character has |
| Maximum stamina | Float | Current amount of stamina character has |
| Behaviour: | Description: |
| Follow | Follow a targeted actor |
| Attack | Attack a targeted actor |
| Stay away | Stay away from a targeted actor |

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