Buffs & Debuffs - UQdeco2800/2022-studio-2 GitHub Wiki
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Overview
The following page discusses topics and final images for the buffs and debuffs under sprint one. When provided with the tasks of buff and debuffs, we considered the potential of a variety items including elemental and regular stat increasing/decreasing items. Coming to a conclusion for sprint one, the goal was to create two generic stat buffs/debuffs and 2 elemental buffs. To further the theme of Greek mythology as well as the storyline of a plumber, research was conducted to understand what potential solutions existed for a crossover.
Final Design
Phase 1: Research
Upon initial research, it was found that Atlantians naturally inherited an increase in stamina, durability, and damage whilst they were within the ocean. However, when they were outside of water, these abilities would be hindered providing us with the insight that water is an element that further enhances their abilities. As our team wanted to stick with a limited set of designs during sprint one, the chosen designs for buffs consisted of an increased damage and attack speed buff alongside a fire and poison buff that could enhance the weapon. Within future sprints, more elements such as a water buff could be implemented.
Phase 2: Sketches
From the initial research, initial sketches were created to facilitate and attain an idea of the designs for buffs.
Phase 3: User Testing
User testing was completed in order to confirm initial ideas upon buffs and debuffs before drawing the pixel art. Questions were used to answer decisions that were debated on. For example, whether fire damage should have been a debuff since it burned water, potentially weakening the Atlanteans.
User Feedback
The user feedback provided further supported the ideology of the buff icon designs drawn above. The results suggest that users prefer game norms in most scenarios. This was derived from the terminology users had used to describe the elements of fire and water. Users related the fire element as enhancers of attack and damage and the water element as a healing aspect and scenario context within a game. Hence water could not be considered a buff element for the game. This feedback showed us what the user would expect the buffs to be. Therefore, from the results, it was decided that such buffs were used to simply enhance the weapon stats in accordance with their elemental damage.
Note: An overview of the buff/debuff user testing can be found here User Testing Plan Buffs & Debuffs
Buff/ Debuff Concept
To explain the concept of the buff/ debuffs within the game it is as follows. Generic stat buffs consist of a weapon weight multiplier which correlates to how fast (the attack speed) as well as the cooldown on a weapon. In addition to these attributes, buffs will also incorporate an area multiplier. When users pick up the buff, it should be automatically applied to their stats.
Elemental Buffs/ Debuffs
Elemental buffs and debuffs differ slightly from regular stat buffs. When a player picks up an elemental buff, the stats will still be automatically applied but with an additional enhancement. Due to the elemental aspect of the elemental buffs, all of these buffs will consist of an elemental effect which would be translated to further attack damage (e.g. burn effect). In addition to this, elemental damages will be linked to a particular stat. For example, a fire buff will mainly focus on increasing the strength of an individual whereas a lightning/ electrical buff would focus on the attack speed of an individual.
Synthesis of buffs into game
In order to synthesise such buffs in a comedic aspect to fit the style of the game, we have chosen to relate the elemental buffs to the nightmares of a plumber. As for the poison buff, we have decided to incorporate a toxic waste image to relate to people puking up inside the toilet. For the fire buff, we have chosen 'Nandos Peri Peri Sauce' to enable the visualisation of burning stomachs and a toxic waste that comes out in the toilet the hours following the digestion of such a sauce.
Phase 4: Pixel Art representation
Following user testing, research, and sketches, below are the first sprint buff designs.
Attack Damage Buff & Debuff
Attack Damage Buff Stats
- Damage Increase: 1.5x
- Cooldown Increase: 1x
- Weight Increase: 1x
- Level Spawn: 1
Attack Damage Debuff Stats
- Damage Increase: 0.5x
- Cooldown Increase: 1x
- Weight Increase: 1x
- Level Spawn: 1
Attack Speed Buff & Debuff
Attack Speed Debuff Stats
- Damage Increase: 1x
- Cooldown Increase: 1.5x
- Weight Increase: 1x
- Level Spawn: 1
Attack Speed Buff Stats
- Damage Increase: 1x
- Cooldown Increase: 0.5x
- Weight Increase: 1x
- Level Spawn: 1
Peri Peri Buff
Elemental Fire Damage - Peri Peri Buff Stats
- Damage Increase: 2x
- Cooldown Increase: 1x
- Weight Increase: 1x
- Level Spawn: 2
Toxic Buff
Elemental Damage Poison - Toxic Waste Stats
- Damage Increase: 1.25x
- Cooldown Increase: 1x
- Weight Increase: 1x
- Level Spawn: 2
Future Direction
For the subsequent sprints, work on poison and fire debuff could be viewed. Furthermore, additional elemental buffs can also be considered to enhance the gameplay. As we are expecting new levels of the maps to be created, when higher-level enemies spawn, we can adjust any stats for the buffs and debuffs to suit the story.
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Author
- Caleb Ang, Nisha Vashist
- GitHub: PurrplePanda, Nishavashist0
- Discord: Annyeong Haseyo#8083, nishavashist#4270
- Slack: Caleb Ang, Nisha Vashist