Functioneel Ontwerp - j5x/PvB2025 GitHub Wiki
Functional Design
Game Flow Overview
1. Match-3 Phase (Preparation)
- The player is in a round managed by the
RoundManager(Round 1 to 3). - Players match tiles to earn attacks.
- Green tiles fill the Special Attack Bar.
- Once 30 green tiles are collected → Special Attack is triggered with a splash art animation.
flowchart TD
A[Start Match-3 Phase]
A --> B[Player Matches Tiles]
B --> C[Count Green Tiles]
C --> D{30 Green Tiles?}
D -- No --> B
D -- Yes --> E[Trigger Special Attack + Splash Art]
E --> F[Lock Earned Moves]
F --> G[Move to Fighting Phase]
2. Fighting Phase (Execution)
- Player uses earned moves.
- NPC enemy picks a random attack from a fixed pattern at each attack interval.
- Phase ends when one side's health reaches 0.
flowchart TD
A[Start Fighting Phase]
A --> B[Player Uses Earned Moves]
B --> C[NPC Picks Random Attack from Pattern]
C --> D{Someone's Health 0?}
D -- No --> B
D -- Yes --> E{Who Wins?}
E -- Player Wins --> F[Next Round]
E -- Enemy Wins --> G[Game Over]
3. Repeat the Cycle
- Win → Next round.
- Lose → Game Over.
flowchart TD
A[End of Fight]
A --> B{Did Player Win?}
B -- Yes --> C[Next Match-3 Phase]
B -- No --> D[Game Over]
Core Mechanics
A. Match-3 System
-
Grid: 5x7.
-
Tile Types:
- Attack Tiles: grant attacks.
- Green Tiles: fill Special Attack Bar.
flowchart TD
A[5x7 Grid]
A --> B[Attack Tiles - Earn Moves]
A --> C[Green Tiles - Fill Special Bar]
C --> D{Collected 30?}
D -- Yes --> E[Special Attack Activated]
B. Fighting System
- Player executes previously earned attacks.
- NPC AI has predefined attack patterns and randomly selects one each interval.
Special Attack System
- Each player fills a Special Attack Bar using green tiles.
- Upon collecting 30 green tiles, a unique special attack is automatically triggered.
- Special Attack also shows a splash art animation.
UI Feedback
- Each player has a unique customized health bar UI.
- All enemies share a single health bar graphic.
Difficulty Scaling
-
No timers, difficulty progresses via:
- Character balancing (e.g., Icyka has lower base attack but higher special attack damage).
- NPC AI becomes more complex per round.
-
Health Regeneration was considered for all characters,
- But was removed based on client feedback for increased challenge/balance.