GDD - Progression & Rewards
Section | Description |
---|---|
Overview | This Game Design Document (GDD) aims to provide a comprehensive blueprint of the Progression and Rewards that players will acquire in the game Tribe of the Accord. |
Status | Work In Progress |
Version | 2.0 |
Abilities
These are all of the abilities that Adira will acquire during the playthrough. Abilities are defined as gameplay mechanics that change the moment to moment gameplay and allow players to have more options when interacting with the game.
1. Spear
Spear is one of the primary weapons that Adira has.
1.1. Spear Throw
Section | Description |
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Description | The Spear Throw ability allows the player to hurl their spear over a distance to hit enemies, interact with environmental objects, or trigger distant switches. |
Gameplay Role | Primarily a combat tool, this ability also serves as a method of interacting with objects from a distance. It is ideal for targeting enemies before they close in on the player, and for solving puzzles that require hitting objects or switches in hard-to-reach places. |
Unlock Conditions | TBA till narrative is finalized. We want this to be introduced at the start or 10% into the game. |
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Control/Inputs | Use analog stick to activate aiming mode, choose direction to shoot using analog stick, RT to shoot. |
Modifiers | TBA |
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Art & Animation | This section describes the art and animation that would be needed for the ability. |
Initiation | Right after the analog stick is moved, Adira will pull her spear back and get in the throwing position. |
Activation | Upon activation, the player character plants the spear into the ground or designated point. |
Execution | Upon release, the character throws the spear in a fluid motion while moving a little forward so it feels like she is using her body's momentum. The spear flies in a straight line with a trail of energy behind it. |
Cooldown | After the throw, the character briefly returns to an idle stance. |
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Technical Specs | These are the technical foundations for the ability. |
Range | 400, Subject to playtesting |
Damage | 50, subject to playtesting |
Cooldown Time | After throw, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy. |
Energy Cost | 20 points, subject to playtesting |
Hitbox Details | The tip of the spear is the only hitbox, but the rest of the spear does not have a hitbox. |
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Audio Specs | We will need some juicy sound effects to land the punchyness of the spear throw because it is one of the core abilities. |
Activation | A slight whoosh while pulling the spear back. |
Execution | A fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety. |
Impact | This will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety. |
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VFX | What is said about the audio can also be said about the VFX - we need it JUICY. |
Activation | NO VFX needed. |
Execution | Speed lines around the spear. |
Impact | Small dust cloud or sparks and a small pinch on the impact location if the spear has the potential to stick in, depending on the surface. Add variation for smokes to have variety |
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Special Case | If, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped. |
Fail Cases | If the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting. |
Synergies | TBA |
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Ability Progression | Abilities could have gameplay related upgrades, they will be listed here. |
Upgrade 1 | An ability that stuns every enemy if Adira charges it enough. |
Upgrade 2 | TBA. |
Upgrade 3 | TBA. |
1.2. Pole Vault
Section | Description |
---|---|
Description | The Pole Vault ability allows the player to leap over gaps, obstacles, or enemies by using their spear as a vaulting pole. It serves both as a traversal tool and an evasive maneuver in combat. |
Gameplay Role | Primarily used for traversal, enabling the player to cross wide gaps or evade enemy attacks. It can also be used to quickly reposition in combat scenarios. |
Unlock Conditions | TBA till narrative is finalized. We want this to be introduced 20-30% into the game. |
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Control/Inputs | Press B or RT (subject to change based on further design decisions). Need to be running/moving to activate. Input doesn't work if not moving. |
Modifiers | TBA |
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Art & Animation | This section describes the art and animation that would be needed for the ability. |
Initiation | (once moving) Adira will stab the spear in front of her and jump towards it while launching herself into the air. |
Activation | Upon activation, the player character plants the spear into the ground or designated point. |
Execution | The player character vaults over the gap or obstacle, with a smooth, high-reaching leap animation. The player flips mid-air for added style. Maybe we could have 2-3 flip variations for variety. |
Cooldown | After landing, the player regains their stance, transitioning smoothly back to their walking or combat-ready position. |
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Technical Specs | These are the technical foundations for the ability. |
Range | 100, but Subject to playtesting |
Damage | NA |
Cooldown Time | 0.5 seconds, subject to playtesting. Adira can instantly roll the moment she lands. We won't tutorialize it, but it will be a mechanic for those who want to discover it |
Energy Cost | 20 points, subject to playtesting |
Hitbox Details | There will be i-frames/avoid frames on the pole-vault for small-large enemies. The pole vault will be blocked by aerial enemies or XL sized enemies. In case of enemy attack, Initiation and Cooldown are the only times Adira can be hit. |
Damage | NA |
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Audio Specs | We will need some juicy sound effects to land the punchyness of the pole vault because it is going to be one of our biggest HOOKS. |
Activation | A crunchy thud as the spear is planted into the ground or object. |
Execution | A soft whoosh sound as the player leaps into the air. |
Impact | A light landing thud as the player touches down on the other side. |
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VFX | What is said about the audio can also be said about the VFX - we need it JUICY. |
Activation | A dust cloud kicks up when the spear is planted, and a brief wind trail follows the player as they vault. |
Execution | Speed lines/mist around Adira's body when she is twisting. |
Impact | Small dust clouds or sparks appear upon landing, depending on the surface. |
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Special Case | If, during the Activation/Execution phase of the animation, players collide with walls, aerial enemies or XL sized enemies, they will be stopped. One addition can be that they get stunned in such cases and open to attack. This is to limit people from blindly spamming the ability outside of stamina needs. |
Fail Cases | If the player pole vaults into a pit, it is an immediate fail state. Subject to change based on playtesting. |
Synergies | TBA |
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Ability Progression | Abilities could have gameplay related upgrades, they will be listed here. |
Upgrade 1 | TBA. |
Upgrade 2 | TBA. |
Upgrade 3 | TBA. |
1.3. Spear Hookshot
Section | Description |
---|---|
Description | The Spear Hookshot allows the player to throw their spear with an attached rope, which can latch onto objects or enemies. Depending on the size and weight of the target, the player can either pull the object towards them or get pulled towards the object, enabling traversal or getting into advantageous positions against enemies. |
Gameplay Role | This ability serves both as a traversal/puzzle solving tool and combat instrument. It enables players to pull distant objects/enemies towards them or vice versa depending on the size of the target. It can also be used in combat to pull enemies toward the player or vice versa. |
Unlock Conditions | TBA till narrative is finalized. But we want this ability to be unlocked 40-50% into the game |
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Control/Inputs | Once the spear is thrown, press B or RT after spear lands. Subject to change based on playtesting. If the input is do the spear hits a valid object, it latches on and initiates either a pull or a drag, depending on the object’s size. |
Modifiers | TBA |
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Art & Animation | This section describes the art and animation that would be needed for the ability. |
Initiation | (once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope. |
Activation | After initiation, Adira will pull herself towards target or get pulled. If she gets pulled, she does a twist/flip like movement. (reference Sekiro's grapple mechanic) |
Execution | Upon target reaching Adira/Adira reaching target, depending on the object/enemy size, the moving object would come to a stop in a decelerating motion right in front of the target object. |
Cooldown | After decelerating, the character/object returns to an idle stance. |
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Technical Specs | These are the technical foundations for the ability. |
Range | 400, Subject to playtesting |
Damage | NA, subject to playtesting |
Cooldown Time | After hookshot, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy. |
Energy Cost | 20 points, subject to playtesting |
Hitbox Details | The tip of the spear is the only hitbox. The rest of the spear shall not be considered a hitbox. |
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Audio Specs | These are the sound effects we would need for the ability. |
Activation | A slight whoosh while pulling the spear back. |
Execution | A fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety. |
Impact | This will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety. |
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VFX | These are the visual effects we would need for the ability. |
Activation | NO VFX needed. |
Execution | Speed lines on moving object. |
Impact | NA |
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Special Case | If, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped. |
Fail Cases | If the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting. |
Synergies | TBA |
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Ability Progression | Abilities could have gameplay related upgrades, they will be listed here. |
Upgrade 1 | The hookshot pull damages enemies. |
Upgrade 2 | Chain hookshot. |
Upgrade 3 | The hookshot lands you behind enemies. |
1.4. Charged Spear Attack
Section | Description |
---|---|
Description | The Charged Spear Attack allows the player to charge their spear by holding the attack button, gathering energy for a powerful forward thrust. The attack can pierce through multiple enemies or objects, dealing increased damage. |
Gameplay Role | The Charged Spear Attack is a combat ability that rewards players for timing and precision. It is useful in combat, offering players a versatile tool for dealing with crowds, breaking barriers, or defeating stronger enemies. |
Unlock Conditions | TBA till narrative is finalized. But we want this ability to be unlocked 10-20% into the game |
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Control/Inputs | Hold (X) or (Square) to charge attack. Charge up time is 2 seconds |
Modifiers | TBA |
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Art & Animation | This section describes the art and animation that would be needed for the ability. |
Initiation | (once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope. |
Activation | The player pulls the spear back, and the spearhead begins to glow faintly. As the charge increases, the glow intensifies, and particles of energy surround the spear tip. The player’s stance becomes more focused and tense. |
Execution | Upon release, the player thrusts the spear forward in a quick, powerful motion. The spear leaves a trail of glowing energy behind it as it moves forward. Enemies hit by the attack show a brief impact flash. |
Cooldown | After finishing the move, Adira returns to an idle stance. |
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Technical Specs | These are the technical foundations for the ability. |
Range | 200, Subject to playtesting |
Damage | 50, subject to playtesting |
Cooldown Time | No such cooldown time. |
Energy Cost | 30, subject to playtesting |
Hitbox Details | As per the animation of the charged speed |
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Audio Specs | These are the sound effects we would need for the ability. |
Activation | A faint humming noise that increases in intensity as the charge builds up. |
Execution | A sharp, stabbing sound as the spear thrusts forward, followed by a satisfying impact noise if it hits enemies or objects. A smooth slicing sound when the spear passes through multiple enemies or objects. |
Impact | A skidding sound as it comes to a halt |
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VFX | These are the visual effects we would need for the ability. |
Activation | A circular smoke forms around Adira starts forming around Adira. |
Execution | The smoke circulates and converges towards the center and a small dust cloud appears before she launches off. The launching has some speed lines as well. |
Impact | Every time an enemy is hit, it makes a jabbing sound. |
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Special Case | The attack is cancelled if the button is released before the charge is complete. |
Fail Cases | TBA, subject to playtesting. |
Synergies | TBA |
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Ability Progression | Abilities could have gameplay related upgrades, they will be listed here. |
Upgrade 1 | The hookshot pull damages enemies. |
Upgrade 2 | Chain hookshot. |
Upgrade 3 | The hookshot lands you behind enemies. |
2. Axe
Axe is one of the primary weapons that Adira has.
2.1. Axe Boomerang Throw (T)
Section | Description |
---|---|
Description | The Axe Boomerang Throw allows the player to throw their axe in a boomerang-like arc, striking enemies in its path both on the way out and back. The axe travels in a wide arc, hitting multiple enemies or environmental objects. |
Gameplay Role | This ability functions as both an offensive and utility tool. It enables the player to deal damage to multiple enemies at once, hit switches or destructible objects from a distance, and trigger environmental interactions in a wide radius. |
Unlock Conditions | TBA till narrative is finalized. But we want this ability to be unlocked 50% into the game |
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Control/Inputs | Use analog stick to activate aiming mode (with axe equipped), choose direction to shoot using analog stick, RT to shoot. Subject to change based on playtesting |
Modifiers | TBA |
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Art & Animation | This section describes the art and animation that would be needed for the ability. |
Initiation | Adira holds the axe at her side, ready to throw when prompted. |
Activation | Upon pressing RT, Adira throws the axe in a twisted motion. |
Execution | The axe travels an arc damaging all enemies in it's path and returns to Adira. |
Cooldown | After landing, the character/object briefly returns to an idle stance. |
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Technical Specs | These are the technical foundations for the ability. |
Range | 100, Subject to playtesting |
Damage | 30, subject to playtesting |
Cooldown Time | After throwing, Adira returns to idle animation after catching which would be around 0.5 seconds. |
Energy Cost | 20, subject to playtesting |
Hitbox Details | The axe will be a spinning object with a radius of 20px, subject to playtesting. |
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Audio Specs | These are the sound effects we would need for the ability. |
Activation | A swish as Adira pulls the axe back.back. |
Execution | A sound of the axe spinning. Contextual, but we will need a sound for the axe slicing and dicing enemies |
Impact | Sound of Adira grabbing the axe back. |
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VFX | These are the visual effects we would need for the ability. |
Activation | NA |
Execution | NA |
Impact | NA |
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Special Case | If, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped. |
Fail Cases | If the player throws the axe into the wall, it is an immediate fail state and the axe will return to Adira. Same goes for enemies that might block attacks from one side. Subject to change based on playtesting. |
Synergies | TBA |
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Ability Progression | Abilities could have gameplay related upgrades, they will be listed here. |
Upgrade 1 | TBA |
Upgrade 2 | TBA |
Upgrade 3 | TBA |
Systems
Flow/Zone System Design Overview
Players build a "Zone" or "Flow" meter by performing positive actions like dodging attacks or hitting enemies. As the meter fills, the player's attack power or other attributes improve. Negative actions, such as taking damage, reduce the meter, lowering these bonuses. |
Theoretical Design
Feature | Details |
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Segmented or Smooth (?) | Decision pending: Divide the bar into segments or implement smooth progression. |
Alternative: Introduce two segments where special effects unlock at 80% or higher (TBA). | |
Decay System | The bar decays over time when inactive, encouraging aggressive or skillful play. |
Timer Needed | Track inactivity duration and implement decay rates. |
Visual/Audio Feedback | Clear feedback (e.g., glowing effects, sound cues) that intensify as the bar fills. |
Example: Adira could have steam surrounding her at maximum zone state. | |
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Trigger Type | Actions |
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Basic Triggers | Hitting enemies, dodging, parrying. |
Advanced Triggers | Performing combos, landing critical hits, perfect dodges (Bayonetta-like mechanics pending). |
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Penalty Type | Actions |
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Core Penalty | Taking damage reduces the Zone bar. |
Optional Penalty | Poor performance in skill-based tasks like dodging too early. |
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Threshold | Bonus |
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Gradual Fill | Increases attack power or speed gradually. |
Maxed Out | Unlocks special skills or abilities (tentative). |
Other Effects | Prevents players from tanking hits without repercussions. |
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Pros | Details |
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Encourages Skillful Play | Rewards timing, execution, and combat precision. Adds depth without new mechanics. |
Player Engagement | Feedback loops with VFX/SFX keep players invested. |
Customizability | Balance tweaks possible via thresholds, decay rates, and effects. |
Streamlining | Combines attack power bonuses and stamina into a single system. |
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Cons | Details |
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Balance Challenges | Skilled players dominate; casual players may struggle. Solution: Support via items/foods. |
UI Complexity | Risk of overloading the UI or creating confusion. |
Scaling Issues | Requires careful balance to ensure meaningful but not overpowering effects. |
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Narrative Implications | |
Narrative Role | The Zone system ties to Torion's teachings on patience and focus, integrating story and gameplay. |
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Feature | Details |
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Dual Effects | Foods restore HP, increase Zone Bar, or both. Simplifies consumables into two resources. |
Cost of Consumption | Mid-combat use triggers cooldowns/animations to prevent spamming (tentative). |
Inventory Limits | Forces strategic choices on food selection. |
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Food Effects | Purpose |
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Zone-Boosting Foods | Increases Zone Bar. |
HP Recovery Foods | Restores HP. |
Hybrid Foods | Restores both HP and Zone Bar. |
Build Foods | Supports Zone or HP build-up with specific bonuses. |
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Strategic Considerations | Details |
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Trade-offs | Zone-boosting foods may lack HP recovery, forcing strategic choices. |
Overuse of healing foods could accelerate Zone decay. | |
Crafting System | Gather ingredients to craft foods. Example: Combine "Red Berries" + "Wild Honey" for Berry Jam. |
Rare Foods | Rare/high-cost items fully restore HP + Zone but have limited availability. |
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Unique Foods | Details |
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Risk-Reward Foods | Overcharges Zone Bar but increases decay when hit. |
Zone-Exclusive Foods | Effective only when Zone Bar is above certain thresholds. |
Environmental Foods | Unique effects based on environment or enemies. |
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Final Notes
| Summary | The Zone system replaces stamina, combining attack bonuses and strategic play into one mechanic. | | | Encourages skillful combat while offering depth through items, foods, and combat mastery. |
Ideas/Systems
These are some ideas that are not set in stone.
- Charged Spear Is Faster When Part Of A Combo
- Dodging At The Perfect Time With Spear Equipped Gives You A Speed Boost
- Dodging At The Perfect Time With Axe Equipped Gives You A Damage Boost
- A Consumable Allows Adira To Increase Damage Every Time She Hits Without Getting Hit
- Maybe Gloves Or Something Can Be An Upgrade That Allows Her To Grip On To Stuff That In Turn Allows Her To Climb Stuff
- Weapon Switch Should Have A Axe Sound And A Spear Sound
- Bosses can use your buffs/debuffs.