Some terms in this document are ambiguous. Thus follows a short list of clarifications to avoid confusion.
The goal of this project is to first and foremost challenge myself by creating - and by extension learning - a complex combat system consisting of a multifaceted ability system for the player to explore, and a dynamic AI behaviour system that makes each combat feel less repetitive.
Thus the scope is divided into two parts:
Each game-class will have a total of 4 abilities, each with three effects depending on whether the player:
To illustrate the difference, and how the system will practically work, we have the ability “Shield block”.
If the player taps the ability, the player character will preform a shield bash.
If the player holds the ability, the player character will continuously hold a shield block.
If the player right clicks while holding the ability, the character will preform a shield charge.