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.