Shared Systems
Shared Systems
Section titled “Shared Systems”System Overview
Section titled “System Overview”With all game modes defined, the next step is identifying essential systems that will be reused across multiple game modes. This follows the core principle of code reusability established in the development framework.
Combat Design Systems
Section titled “Combat Design Systems”Stealth Attack Mechanics
Section titled “Stealth Attack Mechanics”Essential for stealth survival gameplay:
- Backstab Attacks: Bonus damage when attacking from behind while undetected
- Damage Multipliers: Increased effectiveness when attacking unaware enemies
- Status Effects: Stun or disable effects from successful stealth attacks
Weapon System Framework
Section titled “Weapon System Framework”Define core weapon types with manageable attack limitations:
Weapon Categories
Section titled “Weapon Categories”- Sword and Shield: Balanced offense and defense option
- Two-Handed Weapon: High damage, slower attacks
- Dagger: Fast, lower damage, stealth-focused
- Bow: Ranged precision weapon
- Gun: Ranged high-damage weapon
Attack System Limitations
Section titled “Attack System Limitations”- Two to Three Attacks per Weapon: Keeps complexity manageable for MVP development
- Single Weapon Restriction: Player can only hold one weapon at a time
- Future Feature Consideration: Multiple weapon carrying adds complexity that should be avoided in initial implementation
Platformer-Specific Combat
Section titled “Platformer-Specific Combat”- Jump Attack Mechanic: Deal damage by landing on top of enemies
- Environmental Interaction: Enemies take damage from above-based attacks
- Collision Detection: System to detect when player lands on enemy hitboxes
Inventory Design Systems
Section titled “Inventory Design Systems”Core Inventory Requirements
Section titled “Core Inventory Requirements”Almost every game mode requires inventory functionality in some form:
- Keybind Access: Dedicated key to open and close inventory interface
- Item Storage: System to store items picked up during gameplay
- Consumable System: Right-click functionality to use consumable items
- Item Removal: Consuming items removes them from inventory automatically
Inventory Limitations for MVP
Section titled “Inventory Limitations for MVP”To maintain development focus and avoid complexity:
- Unlimited Bag Space: Eliminates inventory management complexity
- Non-Destructible Items: Items cannot be accidentally destroyed or lost
- No Item Dropping: Prevents complications from item loss mechanics
Statistics Systems
Section titled “Statistics Systems”Core Character Statistics
Section titled “Core Character Statistics”Reuse and expand existing statistical framework:
- Health: Damage and healing mechanics (implies damage and healing systems)
- Mana: Magical ability resource system
- Stamina: Physical action resource management
- Experience: Optional character progression (may not be introduced in all game modes)
- Armor: Implemented as additional health rather than damage reduction calculations to avoid complex resistance math
Combat Statistics
Section titled “Combat Statistics”- Stun/Crowd Control: Temporary disable effects and status management
- Parry/Block/Dodge: Defensive action systems with timing requirements
- Dodge Invulnerability: Brief invincibility windows during dodge actions (small windows of invulnerability)
Game Mode-Specific Statistics
Section titled “Game Mode-Specific Statistics”- Platformer Score System: Tracking for coins, collectibles, stars, moons, etc.
- Capture the Flag Variables: Flag bearer status and team identification
- Crafting Progression: Material quantities and recipe completion tracking
Loot Design Framework
Section titled “Loot Design Framework”Loot Categories
Section titled “Loot Categories”Based on game mode scope analysis, required loot types include:
Consumable Items
Section titled “Consumable Items”- Health Items: Healing potions and recovery consumables
- Damage Items: Temporary damage boost consumables
- Armor Items: Durability improvements (implemented as health increases to avoid complex armor calculations)
Equipment and Tools
Section titled “Equipment and Tools”- Weapons: All defined weapon types (sword/shield, two-handed, bow, gun, daggers)
- Utility Items: Tools for specific game modes and interactions
Game Mode-Specific Items
Section titled “Game Mode-Specific Items”- Flags: Capture the Flag objectives and scoring items
- Crafting Materials: Wood, herbs, food, ore, and other crafting components
- Quest Objects: Random items used as puzzle components, keys, or quest requirements
- Story Items: Objects that unlock narrative content or progression
Death System Design
Section titled “Death System Design”Death mechanics are often overlooked in game design but provide significant opportunities for enhancing player experience:
Basic Death Mechanics
Section titled “Basic Death Mechanics”- Respawn System: Return player to nearest designated spawn point
- Level Restart: Reset entire level progress on death (harsh but simple)
- Checkpoint System: Return to last save point or checkpoint location
The death system should support the specific needs of each game mode while maintaining consistent player expectations across different experiences.
System Integration Notes
Section titled “System Integration Notes”Cross-Game Mode Compatibility
Section titled “Cross-Game Mode Compatibility”These shared systems must work across all six game modes:
- Stealth Survival: Emphasizes stealth attacks, limited resources, careful progression
- Platformer: Focus on mobility, collectibles, and jump-based combat
- Action Combat: Fast-paced combat with multiple weapon types and defensive options
- Capture the Flag: Team-based mechanics with flag handling and scoring
- Crafting: Resource management, recipe systems, and building mechanics
- Story: Inventory for quest items, simple interaction systems
Implementation Priority
Section titled “Implementation Priority”Systems should be implemented in order of importance and dependency:
- Core Statistics (health, mana, stamina)
- Basic Combat (weapon attacks, damage dealing)
- Inventory System (item storage and usage)
- Loot System (item pickup and categorization)
- Death System (respawn and failure states)
This shared systems approach ensures efficient development time while maintaining unique, compelling experiences for each game mode. The framework supports the core principle of building reusable, modular game mechanics that can be combined in different ways to create varied gameplay experiences.