Tuesday, April 5, 2011

Draft of the rules

Just as a memo, here is a draft of the rules following the modifications mentioned in the previous post. These rules date back to one month ago, and have since then evolved.


  • Each player starts with 100 life. The first to reach 0 loses
  • Each player can perform all the moves she has learnt beforehand. They fall into the following categories:
    • Attack
    • Throw
    • Block
  • Each move has the following characteristics:
    • Category
    • Attack power, which represents the amount of damage dealt
    • Defense power, which represents how well the move resists to an attack
    • Fire time, which is an indication as to how long the move takes to be fired
    • Cooldown time, which is the time the player needs to wait before she can fire this move again
    • Resource(s): each move, when fired, may add one or several resources to the temporary pool of resources
    • Accelerator: if the resource(s) indicated in the acceleration are in the temporary resource pool, the move is accelerated
    • Cost: some moves require additional costs, like permanent resources or momentum
    • Gain: when the move successfully fires, the resources are added to the permanent pool
  • When a move is accelerated, its fire time is decreased by 1.
  • When a move is fired, its duration is added to the total duration of moves for this player. The moves then fire in order of duration (shortest cumulative duration first)
  • Blocks trigger when the opponent's move triggers

Combos: only some moves may start combos. Combo is a separate phase, and isolated from standard combat. When combo starts, can chain moves (need to decide based on what).

  • Each resource added lasts for the time of the combo. You can then cumulate resources
  • Each move done in the combo must be accelerated
  • Starting move gives the first resource(s)
  • Some moves should not be usable in combo (e.g. moves that grant too many resources). Resource should be limited at 1, or 2 at most to avoid ramping up too fast to finishers.
  • Each step in the combo chain grants 1 momentum. Some finishers require momentum points, usually more than the number of different resources needed (to avoid being fired too quickly).
  • The player who is under attack must have ways to break the combo.
  • For each move, the defender can choose a special counter, to which a resource is associated. If the counter succeeds, the attack fails and the combo stops. This way, the longer the combo chain the higher the risk (but the higher the reward).
    • If ten resources, around half a chance to block a level 6 combo.
    • Avoid making this symmetrical. Give incentive to the attacker to use certain resources (already the case with the moves they will try to fire), and for the defender to block using certain resources. E.g. associate a main resource for the block. If successfully blocks using this resource, the combo breaks and the defender can chain a combo.
    • Success is share at least one resource as the attacking move.Need diversity in attacking moves then.
  • Add "finisher" moves to combos. They finish the combo, and are usually strong. The goal of the combo will then be oriented towards firing this move (standard moves in combo do small amount of damage, but accumulate resources).
    • Finisher cannot be blocked
    • The stronger the finisher, the more resources / momentum it will require

If combos (or more precisely, finishers) are a great way to deal damage, must avoid the "starter spamming" strategy.

  • Starters work only if opponent doesn't block
  • Starter is cancelled if hit while preparing starter
  • Starter works if it hits when opponent is preparing throw or attack.

Use janken relationships (like yomi):

  • block counters attacks
    • block adds its resource, and slight stun on the attacker (like +1 for next duration)
  • throws ignore blocks
    • if throw while blocking, same as if opponent was simply idling. No stun on success, since a resource will probably be granted, which gives a speed bonus
  • throw doesn't work on opponent who is preparing an attack. Throw is cancelled, and attack fires immediately.