Design Choices


Greetings!

We are back with some news about the game. Since our last update, work has been focused on the base design aspects of it, specially regarding our characters gameplay.

Gladiator's stats

After a bit of discussing with the team, we decided that our characters will have the following main stats:

- HP: Health points of the gladiator. When it reaches 0, you're out for this round!

- MANA: Mana points. Used to cast abilities.

- ATTACK DAMAGE: Damage done by the gladiator's basic attack.

- ATTACK SPEED: Frequency at which the gladiator performs a basic attack.

- ATTACK RANGE: Self explanatory

- SPELL POWER: A damage and healing multiplier aplied to all of the gladiator's abilities.

- PHYSICAL ARMOR: Percentage reduced from the damage received from a basic attack.

- SPELL ARMOR: Percentage reduced from the damage received from an ability.

(when referring to it as ARMOR, it's both PHYSICAL and SPELL ARMOR simultaneously)

- MOVE SPEED: Speed at which the character moves.

- COOLDOWN REDUCTION: Multiplier to the gladiator's abilities cooldown timer.

One of our principles when we decided these was simplicity, so many of these stats will be standarized for all characters. What do we mean by this? All gladiators will have a base speed of 100% and 0% armor and spell power. We believe this will make the game easier to understand and follow through the rounds. For example, if a character has 120% movement speed, it received a 20% movement speed buff. Simple!

(All of these may be affected by blessings you choose . . .)

Our balance philosophy

When designing our gladiators's ability kit we have to keep in mind certain balance logic to ensure a character doesn't go off the charts compared to the others.

As we mentioned in previous devlogs, Ludus will have 3 main roles, tank, melee dps and ranged dps, with others in mind like healer and support. We want the identity of these roles to be very clear, so we determined certain traits that characters of one role should have to differentiate them from one another.

So . . . what are we trying to say with this doodle? That there are aspects that a character of a role should have and others that they shouldn't. We decided, for example, that hard crowd control abilities should mainly be locked to tanks, high range skillshots to ranged dps and fast high-mobility dashes to melee dps. While also stating that tanks should lack high mobility, ranged dsp should suffer from low self sustain, and melee dps . . . they are . . . normal :)

We'll keep this in mind when designing our current and future gladiators.

Ability Kits development

We are currently working on adding the characters's kits to the game.



The kits for the three gladiators we showed last time have already been decided. When will we be showing them? Soon . . .

To-do

- Continue adding the character's kits to the game

- Blessings

- Fog of war

Get Ludus

Comments

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Very cool i will wait for release this game!