Game Design
Accurate as of June 2021, are subject to change
1. Luck and strategic factors
There are also some random obstacles, which adds some variables to the game.
A. Skill management
B. Buying items in store
C. Strategic obstacles
D. Dice control
2. What happens Every turn
- Dice button is shown to this turn`s player
- Status effect, skill cooltime, and projectile cooltime updates
- Receives constant damages such as poison and ignite
- Passive skill updates
- Throw dice
- Player moves
- If there is a projectile on arriving square, get the effect.
- Get obstacle effect
- If the obstacle requires player selection(such as god`s hand), waits until player enters some input.
- Perform activation skill
- Skill duration updates
- Perform basic attack
- Skill button is shown to this turn`s player
- Player select skill and select the target
- 8 and 9 repeats until player press next turn button
- Dice control cooltime and skill effect cooltime updates. HP regenerates
- Goes to next turn
3. Balancing mechanics
This prevents high-level overpowered player killing weaker player over and over again.
4. Status Effects
Ex)slow effect for 3 turn= dice -2 for 3 times.
List of status effects
Icon | Name | Effect | Sources |
---|---|---|---|
Slowness | next dice number -2 | Snowball, Poison cobweb , Kidnapper ,Iceburg , Ghost Lv3 skill, Sniper Lv2 skill | |
Speed | next dice number +2 | Jail,Casino ,Whale`s grace , Dinosaur Lv2 skill, Sniper Lv3 skill, Magicial Lv2 skill | |
Root | can`t throw dice next turn | Cobweb, Poison cobweb ,Kidnapper ,Casino ,Jail , Death trial,Net , Sniper Lv1 skill | |
Silent | Can`t use skill next turn | Drug, Magicial Lv3 skill | |
Shield | Ignores one skill | Shield,Shelter | |
Poison | -30 HP for every turn | Poison, Jellyfish | |
Radiation | Doubles every incoming damage | Radiation | |
Annuity | +20$ for every turn | Annuity | |
Slavery | -80HP for every turn, dies if you reach the end(removed if you kill an enemy) | Slavery | |
Backdice | next dice goes back | Headwind | |
Doubledice | Next dice doubles | Fair wind | |
Blind | Can`t perform basic attack | Squid, Ghost Lv1 skill | |
Ignite | -15HP for every player`s turn | Vikings, Volcano | |
Invisibility | Ignore harnful obstacles and becomes untargetable | Dive, Ghost Lv2 skill | |
Debt | Can`t earn money or sell tokens | Private loan | |
Lottery annuity | +50$, +1 token for every turn | Lottery annuity | |
Curse | Gets worst result for next dice(overrides dice control) | Curse |
- Every obstacle has numerical weighted value from -7 to 4 based on how harmful the obstacle is
- Example: Web(-2), Volcano(-6), Annuity Lottery(4)
- calculates dice number that will lead the player to the nearest and the most harmful obstacle.
- There`s 70% chance for that worst dice number.
- For the other 30% chance, the dice number will be just 1 (6 if the player has backdice effect)
5. Player Level
This prevents excessive deaths in the late game.
6. Skills
Types of skill
- Stays active for its duration
- Cooldown starts after the duration ends
- Some skills can be deactivated by pressing skill button again.
- Only the players in the skill range will be on selection.
- Cannot select players with invisibility effect, dead player, and players on store.
- Player can place projectile within skill range.
- Player needs to predict where other players will arrive next turn
- The projectile won`t be placed on store
7. Basic attack (auto attack)
8. Projectiles
9. Kill/Death/Assist
or if that kill stopped other player from multiple killing.
10. Damaging System and Order
Damage types
Attack damage
- Source of attack damage is physical type skills and basic attack
- Can reduce damage by attack resistance
- Attack penetration reduces opponent`s attack resistance
Magic damage
- Source of magic damage is magic type skills
- Can reduce damage by magic resistance
- MAgic penetration reduces opponent`s magic resistance
Fixed damage
- Fixed damage ignores all resistance stats
- all obstacle damages and additional damages are fixed damage
Damage calcultaion
- Actual attack damage = attack power * (100/(100 + opponent`s attack resistance - attack penetration))
- Actual magic damage = magic power * (100/(100 + opponent`s magic resistance - magic penetration))
Damage calculation order
- Initiate with 3 category:attack damage, magic damage, fixed damage
- additional magic damage is added to magic damage
- calculate resistance and penetration to attack and magic damage
- merge attack damage, magic damage, fixed damage, and additional damage
- apply skill damage reduction
- apply radiation effect
- change HP