Submissions by joshuasavage tagged charactercustomisation

Summary

Magus is a 2D fighting game for mobile platforms. Players customise their own avatar and equip them with traits before taking them into combat against opponents. Each avatar is a mage based around a play style and elemental combination

Gameplay

Before playing a game players create an avatar. Players choose an appearance and then begin to assign traits. Traits effect how an avatar plays and can be changed at any time. Basic traits such as weight class an element do not cost anything to choose however additional traits must be budgeted off of the players Arcana points. Each trait effects how the avatar plays, from melee or ranged to weapon choices or additional elements each trait costs part of your Arcana budget based on its strength, from here players mix and match to create their ideal play style in a character.

Once customisation is completed players start combat, the combat style is designed for touch screens and so is simplified. Movement is done with buttons which players are encouraged to tap for movement, double tapping has trait based effects. To attack players use a series of columns on the opposite side of the screen which are positioned diagonal to the bottom corner for ease of use. Each column corresponds to low, medium or high and touching that column executes the relevant move. Holding in the column does a heavy variant and flicking down in the column does an alter variant. All of these can be combined to create combos based on the players chosen traits. While players fight the flow of battle will generate "instinct" commands. Instinct commands are a key press that will flow through a column, if players can execute the command they gain one of the two resources in the game "Trance".

Trance is generated by completing instinct events, when a player fills their flow bar the next instinct event they trigger enters them into a trance, while in trance every command a player input will count as a combo and the attacks will chain together better. This is complemented by the second resource in the game, mana. Players gain mana from taking damage or completing combos, as they gain mana they can use segments of mana to cast spells, the available spells is dictated by the traits the player chooses.

Players face opponents (preferably human) in best of three matches for glory.

Mind-set

Magus is designed to be a player versus player competitive experience however the game endeavours to retain a feeling of casual play. Extensive work with focus groups will be needed to lessen things such as "ladder anxiety" so that players can play often without any negative emotions that might affect their ability to enter a flow state.

Highlights

●Unique Combat system

●Competitive atmosphere

●In-depth character creation

●Portable and wide market because of the platform



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