Functioneel Ontwerp - j5x/PvB2025 GitHub Wiki
Functioneel ontwerp
In je functional design beschrijf je hoe jullie product functioneel gaat werken. Naast beschrijvende teksten maak je bijvoorbeeld ook Activity Diagram(s), 1 page designs en eventueel sheets waarin duidelijk wordt hoe dingen moeten functioneren. Zorg dat je alles zodanig omschrijft dat iedereen die het lees kan begrijpen hoe de game werkt.
Game Flow Overview
1. Match-3 Phase (Preparation)
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The player has XX seconds to make matches.
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Matching tiles grants attack moves, energy, or buffs.
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Once the timer ends, the earned moves are locked in.
flowchart TD
A[Start Match-3 Phase]
A --> B[Player Matches Tiles]
B --> C{Timer Ends?}
C -- No --> B
C -- Yes --> D[Lock Earned Moves]
D --> E[Move to Fighting Phase]
2. Fighting Phase (Execution)
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The player executes combos based on the acquired moves.
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The NPC enemy reacts with its own moves.
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The phase continues until one side’s health reaches 0.
flowchart TD
A[Start Fighting Phase]
A --> B[Player Executes Combos]
B --> C[NPC Reacts with Own Moves]
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
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If the player wins → move to the next round.
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If the player loses → 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
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Grid: 8x8 (or customizable size).
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Tile Types:
Attack Tiles: Grants attack moves.
Energy Tiles: Charges special skills.
Buff Tiles: Increases attack/defense.
Matching:
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3-in-a-row: Small effect.
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4-in-a-row: Medium effect.
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5-in-a-row: Large effect or special skill unlock.
flowchart TD
A[8x8 Grid]
A --> B[Attack Tiles - Earn Moves]
A --> C[Energy Tiles - Charge Skills]
A --> D[Buff Tiles - Boost Attack/Defense]
B --> E{Match Size?}
C --> E
D --> E
E -- 3-in-a-row --> F[Small Effect]
E -- 4-in-a-row --> G[Medium Effect]
E -- 5-in-a-row --> H[Large Effect or Unlock Special Skill]
B. Fighting System
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Player Actions:
Uses earned moves from Match-3 phase.
Can execute combos if conditions are met.
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Enemy AI:
Reacts based on a predefined attack pattern.
Has a defense phase to block or counter.
flowchart TD
A[Start Fighting Phase]
A --> B[Player Uses Earned Moves]
B --> C{Combo Conditions Met?}
C -- Yes --> D[Execute Combo]
C -- No --> E[Basic Attack]
D --> F[NPC Reacts]
E --> F
F --> G[NPC Attack Pattern]
G --> H{Defense Phase?}
H -- Yes --> I[NPC Blocks or Counters]
H -- No --> B