KNZ Game design 1 - Type: Action game

ゲームデザイン 1 - タイプ:アクションゲーム



I think it's a hardcore game like Cuphead and Hollow knight

Gameplay mechanics ゲームプレイ メカニクス

Characters in the game version

/* Measure a character by the standards of game design */

/* How did they fight? */

/* I just think of what to write */

/* The weak doesn't mean he has poor skills */

/* You can also think of each character as a BOSS or a Hero :D */

/* I'm a gamer and a DotA2 player, so you know */

ゲーム版のキャラクター

/* ゲームデザインの基準でキャラクターを測定する */

/* 彼らはどのように戦ったのですか? */

/* 何を書けばいいのか考えてるだけ */

/* 弱者が貧しいスキルを持っているという意味ではない */

/* 各キャラクターをボスまたはヒーローと考えることもできます :D */

/* 私はゲーマーであり、DotA2プレーヤーです。だから */

遊戲版本中的角色

/* 通過遊戲設計標準衡量角色 */

/* 他們是如何戰鬥的? */

/* 我只是想寫什麼 */

/* 弱者並不意味著他的技能很差 */

/* 您也可以將每個角色都視為BOSS或英雄 :D */

/* 我既是玩家又是DotA2玩家,所以你知道的 */


Basic attributes

Health」is Character’s health points, 「Energy」is Character’s mana points. You know, no surprise.

Character’s movement modes are Walk, Run and Rapid Run.

Using the Run mode or Rapid Run mode need Power points cost.

During Run 1s = 2 Power Points cost.

During Rapid Run 1s = 5 Power Points cost.

Everyone's the same.

1 Speed = 1 pixel per Second, or 10 pixel = 10 cm. So you can understand that.

A character's Flexibility value gives him a chance to use his skill for free.

Condition of Injury effect = 50 minus 10% of Flexibility value.

基本的な属性

ヘルス」はキャラクターのヘルスポイント、「エネルギー」はマナポイントです。当然のことである。

キャラクターの移動モードは歩く走る急走

走るモードまたは急走モードを使用するには、パワーポイントのコストが必要だ。

走っている1秒 = 2パワーポイントコスト。

急走1秒 = 5パワーポイントコスト

みんな同じだ。

1スピード= 1秒あたり1ピクセル、または10ピクセル= 10 cm。それを理解することがでるでしょう。

キャラクター適応性値は、彼のスキルを無料で使用する機会を彼に与える。

怪我の影響の条件= 50-適応性の値の10%。

基本屬性

健康”是角色的生命值,“能量”是角色的法力值。你知道的,沒有驚喜。

角色的移動模式為行走奔跑狂奔

使用“奔跑”模式或“狂奔”模式需要消耗體力點數為成本。

奔跑1秒 = 2體力點數成本。

狂奔1秒 = 5體力點數成本

每個人都一樣。

1速度= 每秒1像素,或10像素= 10厘米。這樣你就可以理解啦。

角色靈活性值使他有機會零成本使用其技能。

重傷效果的條件= 50減去靈活性值的10%。

Attacks

Character’s Common Attack types are Choose a target or Projectile.

Skills are divided into Basic Class, Advanced Class and Expert Class.

Skills need Energy points cost, If not, the Character can still use most of the skills. Some skills need Spirit Points or Power Points.

攻撃

キャラクターのコモンアタックのタイプはターゲット投射物選択である。

スキルは基本クラス、上級クラス、エキスパートクラスに分類される。

スキルにはエネルギーポイントコストが必要だ。そうでない場合でも、キャラクターはほとんどのスキルを使用できる。一部のスキルにはスピリットポイントまたはパワーポイントが必要だ。

攻擊

角色普通攻擊類型是選擇目標投射物

技能分為基礎級,高級級和專家級。

技能需要支付能量點數,如果不,角色仍然可以使用大部分技能。一些技能需要精神點數體力點數

Characters' Turn time

A person who weighs less than 45 kg: 0.03s

A person who weighs between 46 and 55 kg: 0.08s

A person who weighs between 56 and 70 kg: 0.1s

A person who weighs between 71 and 80 kg: 0.12s

A person who weighs between 81 and 95 kg: 0.15s

A person who weighs more than 96 kg: 0.18s

キャラクターのターンタイム

体重が45kg未満の人:0.03秒

体重が46 - 55kgの人:0.08s

体重が56 - 70kgの人:0.1s

体重が71 - 80kgの人:0.12s

体重が81 - 95kgの人:0.15s

体重が96kgを超える人:0.18s

角色的轉身時間

體重在45公斤以下的人:0.03s

體重在46-55公斤的人:0.08s

體重在55-70公斤的人:0.1s

體重在71-80公斤的人:0.12s

體重在81-95公斤的人:0.15s

體重在96公斤以上的人:0.18s

Q: How to avoid direct attacks?

A: Leaves the cast range immediately during the opponent's cast animation.

Spirit Points

Any skill related to weapons reduces the target's Spirit Points when used once. There are specific skills that have nothing to do with weapons.

When the target's Spirit Points are less than 20, He can't use his abilities.

When the target's Spirit Points are less than 10, He can't use his weapons.

The level of Weapon is D: Reduce Spirit Points by 1-4

The level of Weapon is C: Reduce Spirit Points by 5-7

The level of Weapon is B: Reduce Spirit Points by 8-10

The level of Weapon is A: Reduce Spirit Points by 11-14

The level of Weapon is S: Reduce Spirit Points by more than 15

Some effects vary with each individual

Power Points

Any skill related to bare-hand attacks reduces the target's Power Points when used once. Not including common-attacksThere are specific skills that have nothing to do with fists.

Reduce Power Points = 0.03% of the damage

If a character takes any attack while his Power Points is 0, he will die!

So How to Play KNZ

Well, I didn't think too much because I don't think it's important.

I think it looks like DOTA2Diablo, DeathSpank, Path of Exile etc. But it become a Side-scrolling video game like MegamanTerraria, Blasphemous, Dead Cells, Shank, Symphony of the Night, Hollow Knight, Neon Abyss etc.

/* I don't know how to express my Imaginary things with language, let me try to draw it as best I can. */

/* It doesn't matter. It's just my imagination. You can imagine it */

Press the Mouse button to control attacks and move.

Right-click to move your character.

Left-click to select your skills target.

Press the keyboard to use the Skills hotkey.

Click the middle mouse button or Shift can jump and x-axis Jumping while moving.

Press number 1-3 keys to change Character’s Common Attack mode.

Press 1 to use mode A, 2 to use mode B, 3 to use mode C. 

Use skills need to press a key combination of QAZWSXEDCRFV with space.


Weapon Checkmate

When weapon A collides with weapon B, there is restraint if the suffix of weapon B is subordinate to the suffix of weapon A. The user of weapon A gains special powers, or it can affects the user of weapon B. We call it Weapon Checkmate.

The following are the superior and the subordinate of the weapons:

king (King) – monar (Monarch) – minis (Minister) – mander (Commander) – marsh (Marshal) – miral (Admiral) – colon (Colonel) – guard (Guard) – senio (Senior) – mas (Master) – lieut (Lieutenant) – capt (Captain) – serge (Sergeant) – sold (Soldier) – scou (Scout) – resid (Resident) – miner (Miner)  – king (King)

The superior will not restrain the indirect subordinate. The order is from superior to subordinate and it is circular.

Ragon (Dragon) is not within the cycle. Ragon (Dragon) is special.

Evilslav Checkmate

Please refer to "Weapon Checkmate". ↑↑↑

An evilslav's class will also refrain another evilslav's class.

The following are the superior and the subordinate of the evilslav's class:

General – Lord – Leader – Duke – Knight – Squire – Priest – Judge – Chief – Officer – Professor – Engineer – Master – Instructor – Rider – Berserker – Pioneer – Warrior – Jailer – Player – General

The superior will not restrain the indirect subordinate. The order is from superior to subordinate and it is circular.

Special effect list / 特殊効果一覧

Weakest / Weak-interruption Strong-interruption Make Trouble Damage Change the values

Stiff effect

硬直効果

Stun effect

スタン効果

Maim effect

重傷効果

Pain effect

痛み効果

Oppress effect

抑圧効果

Stalled effect

失速効果

Frozen effect

冷凍効果

Control effect

コントロール効果

Flammable effect

可燃性効果

Tinnitus effect

耳鳴り効果

Paralysis effect

麻痺効果

Rocky effect

岩場効果

Disarm effect

武装解除効果

Damp effect

湿気効果

Slow effect

スロー効果

Sleep effect

睡眠効果

Wooden effect

木製効果

Restrict effect

制限効果

Chill effect

寒気効果

Haste effect

急ぎ効果

Knockback effect

ノックバック効果

Disturb effect

妨害効果

Hunger effect

飢え効果

Bleed effect

出血効果

Dizzy effect

めまい効果

 Fear effect

恐怖効果

Knockdown effect 

倒す効果

Tension effect

緊張効果

Poison effect

毒害効果

Weight effect

重さ効果

   

Blind effect

ブラインド効果

Sunder effect

サンダー効果

 Excitement effect

興奮効果

Notes of effects

The first special effect in the description of the skill will be executed immediately after the damage is done.

If the damage of the skill has a delay time, the first special effect will also have a delay time.

Some effects are simultaneous, some sequential.

If a skill has more than one effect of Weak-interrupt, Strong-interrupt, or Confine effects, they will be executed in the order written in the skill description

Only Damage effects will be executed immediately after a character attacked.

Dizzy effect, Oppress effect and Tension effect will be executed immediately after a character attacked.

Slow effect and Haste effect will execute in the order written in the skill description.

 

Stiff effect = Hit time, You know.

Interruption

All Cast Animation of common-attacks or skills will be affected by the weak or strong interrupt of others skill.

About character’s Tier

Tier = The sum of all the values ÷ 17


Damage Type list / ダメージタイプ一覧

Physical

物理的

Fire Energy

火のエネルギー

Electric Energy

電気のエネルギー

Dragon Energy

竜のエネルギー

Smallwild Energy

小獸のエネルギー

Psycho

サイコ

Water Energy

水のエネルギー

Wood Energy

木のエネルギー

Enormwild Energy

巨獸のエネルギー

Reptilwild Energy

爬獸のエネルギー

Blast Energy

爆風のエネルギー

Heat Energy

熱のエネルギー

Poison Energy

毒のエネルギー

Groundwild Energy

地獸のエネルギー

Skywild Energy

空獸のエネルギー

Gravity Energy

重力のエネルギー

Cold Energy

寒のエネルギー

Souls Energy

魂のエネルギー

Waterwild Energy

水獸のエネルギー

Dinowild Energy

竜獸のエネルギー

Dark Energy

闇のエネルギー

Air Energy

空気のエネルギー

Corrosion Energy

腐食のエネルギー

Hoofwild Energy

蹄獸のエネルギー

Atomic Energy

原子のエネルギー

Light Energy

光のエネルギー

Earth Energy

地のエネルギー

Curse Energy

呪縛のエネルギー

Insectwild Energy

虫獸のエネルギー

Chaos Energy

混沌のエネルギー

Data formula

Calculate something, it's not important.

The blue font is data from the character’s profile.

Health points = Power × Robust × 200

Health points regeneration (Each interval) = Power × 15

Interval of HP. regeneration = 200 ÷ (100 - Character's Age) (Some people exceptions)

Energy points = 100% of Intellect

Energy points regeneration (Each interval) = 2% of Intellect

Interval of EP. regeneration = 259 ÷ Character's Height (centimeters)

Power points = Power × 3

Power points regeneration (Each interval) = 1% of Power points

Interval of PP. regeneration = (Power + Speed) ÷ 180

Spirit points = 100% of Spiritual

Spirit points regeneration (Each interval) = (The sum of ranks of Character's abilities) + 3

Interval of SP. regeneration = (The sum of proficiency of Character's abilities) ÷ 55.58

Walk speed = Speed + 70

Run Speed = Walk speed + 150

RapidRun Speed = Walk speed + 250

Chance of Fendoff (Evilslav's talent) = Defence ÷ 10 + 5

Decrease the damage = 20 × (Strength + Barehand + Weapon)

Barehand + Strength ) ÷2 × 6 = BFT Damage Basic Numbers

Weapon + Strength ) ÷2 × 8 = WFT Damage Basic Numbers

Energy × 4 = EFT Damage Basic Numbers

BFT + EFT Base ) ÷1.2 = BAE Damage Basic Numbers

WFT + EFT Base ) ÷1.3 = WAE Damage Basic Numbers

Attack Damage

Calculate something, it's not important.

Attack Damage is divided into groups: 

1- Barehand Fight (Abbreviated BFT)

2- Weapon Fight (Abbreviated WFT

3- Energy Fight (Abbreviated EFT)

4- Barehand add Energy (Abbreviated BAE)

5- Weapon add Energy  (Abbreviated WA)


The percentage = Rank* of abilities × Proficiency for abilities, plus Basic numbers ↓

*Rank 0 will chang to 1

Basic numbers of The percentage

Common Attack

Direct attack

 

Tier 1 Characters: 650

(Only weapons: 750)

(Only fists: 850)

Tier 2 Characters: 630

(Only weapons: 730)

(Only fists: 830)

Tier 3 Characters: 520

(Only weapons: 620)

(Only fists: 720)

Tier 4 Characters: 500

(Only weapons: 600)

(Only fists: 700)

 

Tier 5 Characters: 460

(Only weapons: 560)

(Only fists: 660)

Tier 6 Characters: 450

(Only weapons: 550)

(Only fists: 650)

Tier 7 Characters: 440

(Only weapons: 540)

(Only fists: 640)

Tier 8 Characters: 430

(Only weapons: 530)

(Only fists: 630)

 

Tier 9 Characters: 420

(Only weapons: 520)

(Only fists: 620)

 

 

 

Projectile

 

Tier 1 Characters: 500

(Only weapons: 600)

(Only fists: 700)

Tier 2 Characters: 490

(Only weapons: 590)

(Only fists: 690)

Tier 3 Characters: 460

(Only weapons: 560)

(Only fists: 660)

Tier 4 Characters: 450

(Only weapons: 550)

(Only fists: 650)

 

Tier 5 Characters: 410

(Only weapons: 510)

(Only fists: 610)

Tier 6 Characters: 400

(Only weapons: 500)

(Only fists: 600)

Tier 7 Characters: 390

(Only weapons: 490)

(Only fists: 590)

Tier 8 Characters: 380

(Only weapons: 480)

(Only fists: 580)

 

Tier 9 Characters: 370

(Only weapons: 470)

(Only fists: 570)

 

 

 

Area attack

 

Tier 1 Characters: 750

Tier 2 Characters: 700

Tier 3 Characters: 640

Tier 4 Characters: 620

 

Tier 5 Characters: 580

Tier 6 Characters: 560

Tier 7 Characters: 540

Tier 8 Characters: 520

 

Tier 9 Characters: 500

 

 

Basic Class

Direct attack

 

Tier 1 Characters: 1080

Tier 2 Characters: 1060

Tier 3 Characters: 980

Tier 4 Characters: 960

 

Tier 5 Characters: 910

Tier 6 Characters: 890

Tier 7 Characters: 880

Tier 8 Characters: 870

 

Tier 9 Characters: 860

 

 

 

Projectile

 

Tier 1 Characters: 1000

Tier 2 Characters: 980

Tier 3 Characters: 950

Tier 4 Characters: 930

 

Tier 5 Characters: 900

Tier 6 Characters: 880

Tier 7 Characters: 870

Tier 8 Characters: 860

 

Tier 9 Characters: 850

 

 

 

Area attack

 

Tier 1 Characters: 1200

Tier 2 Characters: 1150

Tier 3 Characters: 1100

Tier 4 Characters: 1080

 

Tier 5 Characters: 1000

Tier 6 Characters: 980

Tier 7 Characters: 960

Tier 8 Characters: 940

 

Tier 9 Characters: 920

 

 

Advanced Class

Direct attack

 

Tier 1 Characters: 2080

Tier 2 Characters: 2060

Tier 3 Characters: 2000

Tier 4 Characters: 1950

 

Tier 5 Characters: 1900

Tier 6 Characters: 1800

Tier 7 Characters: 1700

Tier 8 Characters: 1680

 

Tier 9 Characters: 1660

 

 

 

Projectile

 

Tier 1 Characters: 1880

Tier 2 Characters: 1780

Tier 3 Characters: 1650

Tier 4 Characters: 1600

 

Tier 5 Characters: 1500

Tier 6 Characters: 1450

Tier 7 Characters: 1400

Tier 8 Characters: 1380

 

Tier 9 Characters: 1350

 

 

 

Area attack

 

Tier 1 Characters: 2280

Tier 2 Characters: 2160

Tier 3 Characters: 2070

Tier 4 Characters: 2020

 

Tier 5 Characters: 1950

Tier 6 Characters: 1850

Tier 7 Characters: 1750

Tier 8 Characters: 1650

 

Tier 9 Characters: 1600

 

 

Expert Class

   By my feeling :)