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Orgmode design doc for a jelly-battle style 2d pvp game

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scramble_for_scrolls.org Raw
1* Elevator Pitch
2 Scramble for Scrolls is a 2D, timed, simultaneous-turn PvP multiplayer game in the style
3 of the old flash game classic 'Jelly Battle'. At the historic Library of the Scrolls, a
4 repository for centuries of magical knowledge, a furious storm has caused significant
5 damage to the grounds. Worse still, hundred or maybe even thousands of scrolls, magical
6 implements, and hats have been swept away by the winds! In the hopes of recovering as
7 much of their lost items as possible, the library has offered to pay for every lost item
8 a person can recover. Unfortunately, this may have led to even more chaos. Citizens,
9 ne'er-do-wells, scholars, and wizards have all taken to the streets to take advantage of
10 the situation for power and wealth!
11
12 Take to a series of locations in competition with other scholars, wizards, and more in a
13 competetive synced-turn PvP combat game with some unique twists. Each match takes place
14 during the course of the storm, with strong winds blowing single-use scrolls,
15 power-boosting wizard's hats, magical implements, and some unique dangers onto the
16 playing field. Up to 8 players take their places on the stage, racing from spot to spot
17 in order to snatch up as many of these items as they can, fight off their opponents, and
18 get that bag!
19
20* Systems and Gameplay
21 Each match takes place on a grid-based map somewhere within the area of the storm's
22 path. After taking their starting places, the match begins, and artifacts are spread
23 onto the field as the storm winds hit. In the subsequent turns, players will have two
24 turn phases - /action/, and /movement/. Play continues until there is one or no
25 player(s) remaining, or until the storm passes, at which point a free-for-all occurs.
26 Free for all lasts only a handful of turns until the librarians arrive, at which point
27 no reward is granted for the match.
28
29** Match Progression
30*** Starting Round
31 - Players may take their spot on the stage in a first-takes-the-cake scramble for
32 positions
33 - In this stage, combat may not occur
34 - Once a position has been selected, a player may not move again
35 - If no position is selected before the round timer expires, a random position will be
36 selected
37
38*** Storm Rounds
39 Storm rounds (aka normal rounds) are separated into multiple phases, one
40 environmental and two control.
41
42**** Wind Phase
43 1. Item Scattering
44 a) On the first round, the storm phase will randomly scatter a selection of artifacts
45 across the stage. In subsequent rounds, those artifacts will be pushed across the
46 stage by the wind some distance depending on the intensity of the next round's
47 wind strength and direction, which is indicated by decoration on the stage's
48 borders, or by hovering over an item during a control phase.
49 b) On rounds excluding the first round, artifacts are moved across the stage based on
50 wind strength and direction. New artifacts may be deposited in empty cells along
51 the border from which the wind acted.
52
53 2. The storm continues to pass, and the winds shift and change strength as it does.
54 3. The stage decoration is updated to display the next round's wind strength and
55 direction.
56
57**** Control Phase
58 The control phase is further divided into two sub-phases, /action/ and /movement/.
59
60***** Action sub-phase
61 If the cell the player occupies on this sub-phase contains an artifact, the player
62 automatically picks it up. They are then given the option to choose between a set of
63 possible actions to perform with that artifact.
64
65 a) USE - the player can choose to equip or expend the artifact, reducing its value
66 by 75% but acquiring any stat improvement, or enacting any spell effect that the
67 item confers. If the player uses a scroll, they begin to read its contents and the
68 effect takes place at the end of the action sub-phase.
69 b) KEEP - the player stores the artifact in their inventory, preventing it from
70 being used but retaining the full value of the artifact should the player win the
71 match.
72 c) HOLD - the player does not use the artifact, but retains it in their hands for
73 potential use on the next action sub-phase.
74
75 Once all players have selected their action, or the phase timer has expired, USE
76 actions take effect. For equipable artifacts, this happens immediately. For spell
77 artifacts, the order of actions is determined by the player's /Wit/ stat minus the
78 /complexity/ of the spell. Should two players' actions have the same resulting turn
79 order value, those effects happen simultaneously, potentially resulting in
80 /spell collision/.
81
82***** Movement sub-phase
83 Once the action sub-phase has completed, players must choose to either move to a new
84 cell, or defend the cell on which they are standing.
85
86 a) MOVE - depending on the /speed/ stat, the player may move up to floor(speed/2)
87 cells, which occurs during the next /wind/ phase.
88 b) DEFEND - the player does not move to a new cell, gaining a temporary +1 bonus to
89 their /strength/ stat during the proceeding wind phase. This bonus can exceed the
90 natural maximum of the stat.
91
92**** Player face-offs
93 Player face-offs occur during the /wind/ phase when two or more players attempt to
94 occupy the same cell. During a face-off, each player's strength stat is compared
95 against the cumulative value of the other players'. If no player is able to exceed
96 the cumulative strength of all other players involved in the face-off, everyone is
97 knocked back up to two cells. If one player is able to exceed the value, they
98 knock their opponent(s) back, and remain on the new cell.
99
100** Character
101 Each player character starts a match with the same stats, which are only temporarily
102 boosted by equipped artifacts and spell effects during the course of a match.
103 Characters may be customized with purely cosmetic clothing items purchasable with
104 winnings from previous matches.
105
106*** Stats
107 - Strength
108 - Default: 1
109 - Natural Max: 10
110 - Effect: strength impacts the damage delt during a face-off should two or more
111 players move to the same cell during a wind phase.
112
113 - Wit
114 - Default: 1
115 - Natural Max: 10
116 - Effect: wit determines the turn-order execution of artifact spells in conjunction
117 with that spell's /complexity/.
118
119 - Speed
120 - Default: 2
121 - Natural Max: 14
122 - Effect: speed determines the distance a player can move each /movement/ sub-phase
123
124 - Power
125 - Default: 1
126 - Natural Max: 11
127 - Effect: power increases the potency of spells (namely, damage) by a percentage
128 over the base potency for each point above one.
129
130 - HP
131 - Default: 25
132 - Natural Max: 25
133 - Effect: the total hit points a player has available. Reaching zero results in a
134 K.O., and all held artifacts being marked as /damaged/.
135
136 - Barrier
137 - Default: 1
138 - Natural Max: 11
139 - Effect: barrier reduces incoming damage by a percentage per level above one.
140
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