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Ideas about the player character (how YU and Riviera characters will play differently):
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CODE
game
player characters
- weapon
* Pick up a weapon type icon, and get a (random/predestined/escalating) weapon of that type.
* Not everyone can pick up all weapon types.
- bomb
- meter: used for Bomb, and some alternative use
YU characters
- weapon
* Weapons run out over time.
- bomb
* Pickup: Cards
* Use:
- Need to have a Card and a full Meter.
- Hold down the button. Your Union formation appears.
- Wait for others to get into your formation.
- Release. All ships in formation fire, and you use your Card power.
- meter
* Alternative use: Passive/Aggressive meter
- Passive: Less damage, gain meter.
- Aggressive: More damage, lose meter.
* Gain/Lose option 0: Gain meter when moving backward, lose meter when moving forward.
* Gain/Lose option 1: Gain and lose meter depending on where you are on the screen.
- Back quarter: Passive.
- Middle two quarters: Neutral.
- Front quarter: Aggressive.
* Gain/Lose option 1a: Like Option 1, but the further forward you are, the more Aggressive you get.
Riviera characters
- weapon
* Weapons run out with use.
- bomb
* Pickup:
* Diviners?
One diviner per weapon type! I already drew some a long time ago.
- Diviners use EX level, which is good thematically.
* Special weapons? Excalibur, Tempest Bow, Night Scythe, Saint Scepter, Rosary (Banish).
* Use:
- Hold down the button. Your Union formation appears.
- Wait for others to get into your formation.
- Release. All ships in formation fire, and you use your Card power.
- meter
* Alternative use: OverBreak
* Use Option 1: Shoot special, more powerful bullets?
* Gain/Lose: Damage and/or graze?
Turn-based ideas:
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CODE
turn-based
- Turn: Everyone on a team acts simultaneously.
! This is to make multiplayer less annoying. Everyone acts simultaneously => parallelized waiting.
! Also makes it easier to plan Unions.
- Undo: To ease strategic planning, you can undo your action as long as not everyone is Ready.
! Principle: There is nothing left to chance, no information to be gained, with Undo.
- Unit turn: Every turn, you can move and act.
* Move:
- Move (circular distance instead of grid?).
- Select a position within your move range.
- You can't move through bullets.
? Or you can, but it damages you?
* Act:
- You can act either before or after you move.
! Not during, for simplicity of choices.
- Actions:
* Shoot: Place a bullet at your current location. It doesn't move yet.
* Bomb: Instead of shooting, you can use your Bomb. Your allies can position themselves into your Bomb formation.
- Shields from bombs should last until next turn.
- Bullet phase: Right before the team's next turn, all of the team's bullets move, damaging things in their paths.
! The separate damage phases makes Undo more plausible.
* Scrolling?
Here's an interesting idea. After every round, everyone gets moved back as the window scrolls.
QUOTE
-Unions can remain a matter of formation. Should, in fact, but perhaps not in the same way as YU if we use a circular rather than grid based movement system.
I imagine, when you activate Union, an X or cross appears on the map, and they have to be touching that. Or it has width and they have to be inside it.