top of page
IMG_0192_edited_edited.jpg

Ongoing project 01

SpellChemist

SpellChemist is a PVP turn-based strategy game where players are alchemists that cast spells by constructing their own elemental creature, eleemntal spell list and arrange runes on a responsive battlefield.

IMG_0192_edited_edited.jpg

Week 1

Defining game loop & flow

Paper prototypes and playtest notes for week 1-2 are compiled at the end

The game is comprised of 3 parts:  Foundry, Tutorial, PVP arena

Week 2

Gameplay system

Important parts of this game system: 

  1. Rig & Elemental Components >> enable Elemental Spells

  2. Spells & their cost/reward >> How player uses them in game​

  3. Element Counter Cycle & Elemental Reaction System and effects >> how player strategize to setup a reaction

SpellchemistProperties.jpg

3 Class Rigs: Attributes, Playstyle defined by Element Slots

Roster of 24 Spells for different Rig+Elemental builds and playstyle

Counter Cycle & Elemental Reaction System

Current Version

Previous Iterations

reminder for self to:

PLAYTEST as early as possible!!!

Week 1-2 Paper Prototypes & Play tests

Prototype ver 0.1.0

Testing for: base player turn flow, distance and movement

What happened:

  • Player start from corners with 1 FP, they can’t reach each other or do anything until round 3.

  • Player one shot each other with cost 1 fireball on round 4. other spells were not used. 

  • Player’s shield go out of effect too soon. player going later has less use for shield.

Iteration:

  • Player start from 2 FP

  • Certain basic attack spells with longer range, less damage

  • All sustain spells are longer duration

Testing for: player turn flow with rig, movement, spell choices strategy

Prototype ver 0.1.1

What happened:

  • Game ended when arcane got to 4FP, 4*1 cost spells

  • There is always a dominant solution to do plain damage, no point of using high cost spells if low cost spells can already do the job

  • Arcane class preferred play style is to stay at a distance and place traps, and damage opponents from far away, but no environmental spells 

  • Should the highest damage cost 3FP fire spell be available to an Arcane with only 1 fire head? Should a mage with only 1 fire head be able to cast 4 fireballs in a role during 1 turn?

Iteration:

  • Traps and other environmental conjurations now relatively low cost.

  • Spells deal lower plain elemental damage

  • Some constructs remain until destroyed or reacted with

  • More constraints on high level spells 

Testing for: elemental reactions, should there be other effects on top of pure damage modifier?

Prototype ver 0.1.2

What happened:

  • Player didn’t put enough elemental spells to react and rewards of intentional elemental reaction weren’t enough for player feel motivated

  • Construct disappear too quickly, player start 2/2/2/3/3/3/4/4/4, it isn’t a while until player can cast a good 2 spell combo

  • why not use shield? why construct? no benefit if countering spell hit through it, shield at least has flat HP

Version with reflective/buff/counter element system, construct without HP

Iteration:

  • Constructs now are elemental filters/modifiers for spells. any spells that passes through construct elementally reacts with the construct and receive buff/debuff. constructs are permanent until reacted with.

  • Question to answer: First player to play has advantage, how to balance? Start with less FP?? Deal less damage?

IMG_0192_edited_edited.jpg
IMG_0192_edited_edited.jpg

Ongoing project 02

Project Flower

This project is a 10–15 minute action level built around two core mechanics: throwing/recalling a weapon and dashing. The first half is a wide-linear level structure with open combat spaces connected by narrower traversal sections. This allows for both exploration and combat encounters. The experience culminates in a two-phase boss fight as the final challenge.

IMG_0192_edited_edited.jpg

Week 02

Basic Functions

Test packages

Decide on gameplay details in Design Doc

make clear flowchart

Make practice rangelevel with basic function and interactions

bottom of page