Srevensia - Match Making Marauders Style
D Design Document
1. Concept
Srevensia - Match Making Marauders Style C is a
puzzle battle game. Players make matches of three to form shields which would
be used for attack after accumulating them.
2. Goal
To reduce opponent’s HP from 25 to 0.
3. Modes
Most of this document uses 2D rank 9 mode with standard rules as
template. Additional rulesets and alterations for other modes are detailed in
additional game modes section.
4. Layout
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Force: 0
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Player HP: 25
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Enemy HP: 25
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Force: 0
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·
Leftmost and rightmost column: Force meter –
Keeping track of force accumulated.
·
Columns next to the force meter: HP meter –
Keeping track of players’ HP.
·
Purple boxes: Spell field – Contains spell
blocks for matching. Field coordinates are in format of letters and numbers
where letters showing the row and numbers showing the column, e.g. E6.
·
Green boxes: Player’s shield field – Keeping
track of the element and strength of player’s shield.
·
Gray boxes: Player’s status window – Keeping
track of the player’s shield statuses.
·
Blue boxes: Enemy’s shield field – Keeping track
of the element and strength of enemy’s shield.
·
Brown boxes: Enemy’s status window – Keeping
track of the enemy’s shield statuses.
·
Orange boxes: Turn counter – keeping track of
how much turns have passed.
·
Pink boxes: Block replacement counter – Keeping
track of how matched blocks are changed.
·
Black boxes: Axis counter – Keeping track of
which axis the attacks and defenses go.
5. Gameplay mechanics
a. Matching
Matching is done by swapping spell box so that three spell blocks of
the same element/color form a horizontal/vertical line. Players are given six
turns to make matches as much as possible. If no matches are done, the turn
ends immediately.
When a spell block is matched, they will form shields which are always
directed towards the player. Every block match is worth 1 point. After 10 points
were accumulated indicated by the , they are launched into attacks. After 2
turns were passed, the players switches axis of play, as indicated by the axis
counter.
Spell blocks always disappear after matched and replaced with new ones
randomly.
b. Elements
The spell blocks in the spell field can be any of the nineteen elements
of nineteen colors:
Color
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Element
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Star
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Fire
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Wood
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Water
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Ice
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Wind
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Poison
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Earth
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Sun
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Light
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Moon
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Dark
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Sound
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Neutral
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Steam
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Metal
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Crystal
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Thunder
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Cosmo
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Dimension
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Oracle
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c. Match effects
Every element has their own match blast when attacking. The shields
also have their own effects:
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Element
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Attack effect
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Shield effect
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Fire
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Minimum damage is set at 1
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Damage -1
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Water
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Cover 1 block permanently
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Restore 1 block to normal
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Wind
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Ignore all enemy’s shield effects
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Ignore all enemy’s attack effects
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Earth
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Enemy’s shield hit by the attack is delayed by 5 points, indicated by
+5 at the status window. Effect is cancelled if hitting earth shield. Status is
cleared only after the attack is launched or the shield is destroyed.
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Enemy’s shield hit by the attack is quickened by 5 points, indicated
by -5 at the status window. If the shield is already more than 5 points, the
attack is launched immediately. Effect is cancelled if hitting earth shield.
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Light
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HP +1 if own HP is less than enemy
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Gain 2 force points
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Dark
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Prevent the shield hit by the attack collecting any shields until the
relevant turn ends.
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Prevent the shield hit by the attack collecting any shields until the
relevant turn ends.
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Neutral
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Opponent’s shield defense is halved.
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Bounce attacks to a maximum of half of the amount of shield strength
reduced. Damage still applies before the effect takes place.
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Metal
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Attack automatically targets weakest enemy shield at the other axis.
Effect is cancelled if there are no shields in the area or when hitting metal
shields.
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Attack automatically targets strongest enemy shield at the other
axis. Effect is cancelled if shield strength is higher than any shields in
the area.
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Thunder
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Duplicate attacks to the player’s other shield field at quarter
strength randomly with no elemental effects, forming shields of random
element.
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Transfer remaining shield strength to adjacent shield field when hit.
If shield is broken, adjacent shield field gains shield of enemy’s attack
element with strength of half amount of attack getting through.
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Star
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Gain shield of the enemy’s element equal to half the difference
between player’s attack and enemy’s shield strength when the attack does not
break the shields.
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Gain shield of enemy’s element equal to half the difference between
player’s shield strength and enemy’s attack when the attack breaks the
shields.
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Wood
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Gain force points when matched if there are no force points. Attack
use force points to break enemy’s shield at 1:1 rate when attacks cannot
break it.
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Gain force points when matched if there are no force points. Defense
use force points to withstand enemy’s attack at 1:1 rate when defense cannot
withstand it.
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Ice
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The strongest unlaunched shield is launched prematurely at half
power.
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Reduce enemy’s attack power by half.
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Poison
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Enemy’s HP is reduced by 1 (non-stacking) for 3 turns.
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Enemy’s HP is reduced by 1 (non-stacking) for 3 turns.
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Sun
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Randomly changes element of a random block. Resulting match count as
player’s.
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Randomly changes element of a random block. Resulting match count as
player’s.
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Moon
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Shift the blocks aligned with matching block in the direction of
attack. Out of bounds blocks warp. Effect is cancelled if hitting moon
shields.
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Shift the blocks aligned with shield in the opposite direction of
attack. Out of bounds blocks warp. Effect is cancelled when defending moon
attacks.
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Sound
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Creates a filter permanently. Filter turns enemy attacks into shields
at half power. Player 1’s filters are dotted while player 2’s filters are
dashed.
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Change one of enemy’s filters to that of player. If there are no
filters, a filter is placed at a block aligned with the strongest enemy
shield randomly.
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Steam
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Rise a block. Rose blocks block any attack from getting through once.
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Raise a random defense area at the player’s side after damage
calculation. Rose defense area is invincible for one enemy attack.
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Crystal
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Forms a mirror. Mirrors reflect attacks when hitting the surface.
Reflected attacks back to the player have the damage and effect applied to the
player.
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Spins one mirror (90/number of dimension) degrees across blocks but
cannot spin out of bounds.
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Cosmo
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Creates a shifter. Shifters shift an attack to an adjacent area
randomly without changing its direction, merging with another attack with the
elemental effects overwritten if applicable. If merging takes place, the
cosmo attack is halved. If no merging takes place, the attack retains full
power.
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Spin a shifter 90 degrees counterclockwise within the same block.
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Dimension
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Forms a warp. Block swapping bypasses warps. Warped blocks cannot be
swapped. Matches involving warped blocks gains double effect.
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Warped block is swapped randomly, favoring match forming swaps. Match
formed this way is always an attack with blocks’ values doubled.
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Oracle
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Shield hit by attack has remaining shield strength halved (rounded
down) and reversed after the turn ends. If shield is destroyed, effect is
applied to the next shield formation. Effect is cancelled if hitting oracle
shields.
|
Steals the strongest shield to defend. If player’s shield is stolen,
both shields are destroyed. If enemy’s shield is stolen, player’s shield is
destroyed while enemy’s shield is restored at full power. If there are no
shields, shield strength is increased 25% (rounded down) before being
destroyed.
|
All decimals are rounded down.
Attack effects always trigger first and defense effect only triggers
just before the attacks hit the shields. However, wind and metal shield effects
trigger before the attack effects trigger.
All blast and shield effects apply together only to the ones aligned
with the attacks.
Locked shields are marked as lowercase letters.
Covered blocks are marked with blue line and do not contribute to shield
strength. Water blocks cannot be covered.
Rose blocks are marked with sky blue diagonal line. Rose shields are
marked with sky blue border shared with status bar. Steam blocks cannot be
rose.
Reversed shields have the texts strikethrough, have negative values
during calculation and have strength reduced when joining other shields. Poison
shields cannot be reversed.
Mirrors are marked with dark gray diagonal line. Crystal blocks cannot
have mirrors.
Filters are marked with light purple borders. Sound blocks cannot have
filters.
Sound blocks cannot have filters.
Shifters are marked with dark tan diagonal line. Cosmo blocks and
blocks adjacent to shield areas cannot have shifters.
Reversed shields have the texts strikethrough, have negative values
during calculation and have strength reduced when joining other shields. Poison
shields cannot be reversed.
Shields have their elements replaced when joined, determined by the
element of the block farthest from the player.
Match effect that involves blocks affect blocks aligned with the shield.
If the effect cannot be triggered normally, they will trigger randomly at other
areas of the spell field.
Only one block effect can be applied to one block at any time. If any
effect causes multiple block effects appear on the same block, the effects are
reapplied until multiple block effects do not appear on the same block.
Only one shield effect can be applied to one shield at any time. Other
effects are nullified when one shield effect is active.
d. Calculations
Shield strength collected=number of spell blocks aligned with the shield
Attack Damage=Player’s shield strength-Enemy’s shield strength (minimum
0)
Actual Damage=Attack Damage+Damage effect Modifiers
Force Accumulated=Actual Damage
e. Spells
Before spells can be cast, players must pay 10 force, which shall be
signified by the force gauge turning orange. Then, a match must be done or no
spells will be cast. The matched blocks will not form shields. Only one spell
can be cast per battle, which then be triggered at the start of next turn. The element
of the match done determines what spell is cast:
|
Element
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Spell
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Effect
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Fire
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Inferno
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Deal 7 damage to
enemy
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Water
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Rain
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Cover blocks equal to the number of elements available for
the remainder of the battle unless they are matched
|
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Wind
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Breeze
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Wind effects are stacked upon player’s attacks or
defenses once.
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Earth
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Earthquake
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All shields are launched at once regardless of shield
strength at half power
|
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Light
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Luminate
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Heal 7 points
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Dark
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Shockwave
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Gain another turn
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Neutral
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Spike
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Neutral effects are stacked upon player’s attacks or
defenses once.
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Metal
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Rotator
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Metal effects are stacked upon player’s attacks or
defenses once.
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Thunder
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Thunderstorm
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Thunder effects are stacked upon player’s attacks or
defenses once.
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Star
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Shine
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Star effects are stacked upon player’s attacks or
defenses once.
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Wood
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Supply
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Wood effects are stacked upon player’s attacks or
defenses once.
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Ice
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Freeze
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Ice effects are stacked upon player’s attacks or
defenses once.
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Poison
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Poisoning
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Poison effects are stacked upon player’s attacks or
defenses once.
|
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Sun
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Shine
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Board reset without force penalties.
|
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Moon
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Blanket
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All blocks move right 1 unit and up 1 unit. Matched
blocks are unaffected. Blocks warp through matched blocks and matched blocks.
|
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Sound
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Pulse
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Convert 2 enemy filters to that of player’s. If there
are less filters, new filters are made.
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Steam
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Emission
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Raise 2 random blocks and 1 random player’s defense
areas.
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Crystal
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Bling
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Add 2 mirrors randomly
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Cosmo
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Phase
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Add 2 shifters randomly
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Dimension
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Wormhole
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Forms 2 warped blocks randomly
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Oracle
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Yin Yang
|
Oracle effects are stacked upon player’s attacks or
defenses once.
|
In case of multiple matches, the first match done shall be used as the
element of the spell used.
g. Board resets
When there are no match is possible, all of the blocks in the spell
field will be replaced with new ones and both players’ force gauge are reset to
0.
h1. Bonuses of matching more than 3 blocks
Matching more than three blocks of the same element grant additional
value to the block used to form the match by the number of extra blocks
matched. However, covered blocks do not count when determining the value.
If a simultaneous match occurs, the blocks are used to form matches
gain 1 value.
h2. Bonuses of matching more than 3 blocks (Variant)
Making a match of 3 blocks or more in a continuous block sequence gives
at least a boost block regardless of its orientation, which is marked with P1
for the player and P2 for the enemy. The tier and effects from the boost blocks
are as follows:
Number of continuous blocks in a match
|
Boost Block Tier
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Boost to matches by player
|
Drain to matches by enemy
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3
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1
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1
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1
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4
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2
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2
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2
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5
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3
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3
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3
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6
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4
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4
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4
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7
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5
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5
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5
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8
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6
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6
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6
|
The direction of the blocks from the intersecting blocks determines the
direction of boost or drain at enemy. All intersecting blocks will form boost
blocks. A block which is between multiple intersecting blocks as part of the
continuous blocks has the effect duplicated to all boost block nearest to it. By
selecting it, the specific effects of the block can be viewed. Covered blocks
do not contribute to number of continuous blocks, but do not prevent continuous
block formation. Blocks used to cast spells cannot form boost blocks as well.
6. Options
The game mechanics are partly customizable through the below options:
-
Adjacent match: Any three or more blocks which
are adjacent to any of themselves counted as a match
-
Diagonal recognition: Diagonal matches are
allowed
-
Non-matching spells: Spells can be activated
without needing to match. With this option, players select a spell before match
starts and it become the only spell usable for the players for the remainder of
the battle.
-
Board pre-match: Allows the spell field at reset
having matches already
-
Force matchable blocks: The random number
generator will attempt to form potential matches
-
Block chain matches: The random number generator
will prevent additional matches from random blocks after existing ones
-
Single mode: The starting player always attacks
and the defending player always defends unless being affected by effects. In
this case, the player is granted only (starting HP/5) attacks (excluding the
ones caused by effects) to finish the enemy. The enemy wins if the player fails
to do so or the player has the HP drop to 0 before 5 attacks are done. Spells
are disabled for this option.
-
Reverse mode: The starting player defends first
and the enemy attack right after the attack turn ends.
-
Static mode: Turn order repeats every 8 turns
instead of getting reversed. Option not available for 1D mode.
-
Bonus variant: Use the variant version of match
more than 3 bonus instead of the default one.
-
Fill mode: Blasts are automatically launched
when shield strength reaches 10. In this case, the shield timer is disabled.
-
Inward gravity: Instead of the blocks being
replaced, the blocks are pulled towards the shield field and blocks filling the
blanks.
-
Outward gravity: Instead of the blocks being
replaced, the blocks are pulled away from the shield field and blocks filling
the blanks.
-
Fixed gravity: Instead of the blocks being
replaced, the blocks are moving in a fixed random direction determined at the
start of the battle and blocks filling the blanks.
-
Extended game: Both players start with 50HP.
Spells are available once between 50 to 26 HP and another between 1 to 25 HP.
If player does not activate force when HP is between 26 to 50 HP, the spell is
considered wasted even when HP is restored back into range.
-
Long game: Both players start with 100HP. Spells
can be cast up to 4 times, but a cooldown period of 6 turns is imposed after a
spell was cast before the next one can be cast.
7. Alterations for other game modes
a1. 1D mode
The shield fields at the left and right sides are enabled while the
ones at top and bottom are disabled. As such, there is neither shield field
switch per 4 turns nor turn order alternation per 8 turns. Expert mode cannot
be used with this game mode.
a2. 2D quad play mode
The field is exactly the same, but the attack direction changes every
turn. After determining who gets to play first, the second player is the player
opposite to the first player, the third player to the left and the last to the
right. When attacking, the player’s first turn attack is towards the enemy
opposite to the player, the second turn towards the enemy left to the player
and the third turn towards the enemy right to the player. The cycle then
repeats for the subsequent turns.
a3/1. Tag team assault mode
Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned 90 degrees with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2. Team mates do not attack each other and player’s attack alternates
between the two enemies.
a3/2. Tag team defense mode
Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned opposite with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2.
a3/3. Tag team break mode
Gameplay is similar to tag team defense mode, but the goal is to reduce
own team’s HP to 0 before opponent does.
b1. Rank modes
Elements are fixed and the board length is equal to that of number of
elements in play. The rank modes are as follows:
Element
|
Rank 1
|
Rank 2
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Rank 3
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Rank 4
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Rank 5
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Rank 6
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Rank 7
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Rank 8
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Rank 9
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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Exist
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b2. Standard modes
Elements are chosen randomly before battle starts and board length is
equal to number of elements in play. The possible number of elements is as
follows:
Name
|
Number of elements
|
Easy
|
5
|
Medium
|
6
|
Intermediate
|
7
|
Advanced
|
8
|
Expert
|
9
|
Ultimate
|
10
|
b3. Casual modes
Elements are chosen randomly, but the board length is 1 more than
number of elements in play. The possible number of elements is as follows:
Name
|
Number of elements
|
First
|
4
|
Learner
|
5
|
Novice
|
6
|
Amateur
|
7
|
Semi-Pro
|
8
|
Professional
|
9
|
9. Thunder element behavior in 2D quad play mode
In 2D quad play mode, thunder element behaves differently
than in 2D advanced mode. When the attacking direction is to the enemy opposite
of the player, the duplicate attack will be directed to either left or right
side randomly. The similar applies with other attack directions.
10. Spells exclusive to Non-matching spell option
Name
|
Effect
|
Free Swap
|
Allows a block to switch places with another one. Resulting matches
have the matching block values tripled.
|
Power Up
|
Increase all player’s shield strength by 1.
|
Power Down
|
Decrease all enemy’s shield strength by 1.
|
Aligner
|
Align player’s shield to enemy’s shield based on enemy’s shield
strength.
|
Disperser
|
Align enemy’s shield away from player’s shield field as much as
possible, but the resulting damage is halved.
|
Burglary
|
Steals (number of elements/4) enemy shields right during conversion
of matches to shields, prioritizing empty spaces. Any merged shields have the
elements replaced.
|
Merger
|
Merge 2 yet to attack shields to 2 weakest attacking shields during
the end of the next attacking turn.
|
11. Legal
This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
With that, as long as attribution is given by linking back to the blog and
crediting this document to Murazrai, there shall be no restrictions of using or
adapting this document, including for commercial purposes.
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