HANDZ – Week 2: So Far

Since I started this DevLog a month after the development began, I will use this post to describe what I’ve achieved so far.

From now on I will talk about the game from a 2 players only perspective since I still have to implement a mode with more players.

Also note that all of the things I’m talking about are still in development and could (will) be subjects of heavy changes.

The 3 elements

So let’s start with the basics, the rock, paper, scissors management. At the start of each round players will have to choose an element between those 3. Only the player with the stronger person element (like rock against scissors) can damage his opponent, making the destruction of the adversary his main goal. The weaker player on the other hand must escape the stronger one by running away, seeking protection or using his weapons to slow him down. Each round will have a 40 seconds timer and if the stronger player can destroy his opponent by the time it reaches 0, the roles will be switched. If he succeed instead he will gain 1 point and the players will get back to the element selection.

ChooseElement

Characters

The avatars are human hands. They have some HP, some stamina and (not for now) a special power bar. The logic here is very simple, if you are the weakest element the damage received will be applied to your health. If you are the strongest it will be applied to your stamina instead.

Health in this game is pretty straightforward, you know the classic health system where if it reaches 0 you’re dead.

Stamina on the other hand is a little different. Of course you use it to sprint and make quick movements, but when it reaches 0 your character will get stunned.

The stunned state means having your movement axis inverted and the speed halved until your stamina recharges completely.

Weapons & Upgrades

At the start of the game players must choose a weapon alongside 6 possible upgrades. Each weapon has it’s own perks and flaws, for instance there’s the grenade launcher wich is good for area damage and for medium distances but sucks in accuracy.

Each weapon has its own upgrades, which grant it unique traits. These often have a roll number. For the grenade launcher for instance there’s an upgrade that boosts damage by a x%. This x ranges from a minimum and a maximum determined by the upgrade itself.

When the player chooses her (or his, you know how it is) weapon, she will also have to choose 6 (number still need to be determined) upgrades for it.

Once the game starts upgrades will start spawning in the level. Once a player picks one up she will have to choose between 2 possibile upgrades (randomly picked from the list she made in the weapon selection). The chosen one will be applied to her weapon while the discarded one will be transformed in special power points (I won’t explain the special power since I still have to think about it).

For now I limited the number of equipped upgrades to 3, but I’m still figuring out the best way to manage them so this number will probably change.

Items

At the start of the round items will begin spawning randomly in the level. Items can be used to slow down the opponent or damaging him. As for now players can collect as many items they want and use them whenever they need, do you think it’s a good idea?

This is basically what I achieved so far, I omitted some informations that will come up once I start talking about specific parts of the game in these weekly updates.

I sincerely apologize, my English isn’t that good since it isn’t my first language. Sometimes it’s a bit hard to find the words to describe some technical aspects of the project.

I hope your eyes won’t bleed.

Elia

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