coming next: mind game (risk reward assessment), planning (anticipation), feedback loop, option classification, uncertainty management
option class (that makes abilities / move type)
- amelioration (buff debuff, feedback system)
- restriction (set, resource, number)
at the heart of battle is option, that's where you build up your gameplay, option allow you to pick the best actions to change the state of game at your advantage. Of course it mean you can pick the right action only if you have the right option, therefore architecture of option is of the greatest important. Here is the different type of options.
Basically options or properties of options that decide who act first, cooldown length, charge time, or simply when two move happen at the same time which one do something before or cancel another. Priority emphasize planning in a game.
Basically anything that increase or decrease some metric or rate that control the flow of another variable. Generally called buff or debuff. Here is where long term planning can help a player get the upper hand through feedback loop management.
Trick is different from amelioration in that they are more opportunity than giving direct advantage. By themselves they are pretty neutral, context make everything, they are also the most difficult things to balance and open the game to hidden exploits. But they are also where the most innovation can came and interesting gameplay might happen, that's where you can innovate to create new gameplay that break the combat mold. So what's a trick? It's any direct manipulation of state space, for example exchanging your life with the opponent, unless you are losing it's not a good move, except if you anticipate another trick which affect the winning player (think blue shell).
- unreliability (random variability of a variable):
especially interesting with priority issue.
say enemy has 101 health and your damage reliability is 100 and unreliability is 1 (100-101)
it my seem minimal but in reliable case you need 2 hit, the enemy has an extra turn
the unreliability make the difference if you can die in one hit too.
Do not just apply to damage it concern any variable, but imo more useful on damage or priority variable.
- restriction (control access to option): mana (resource), cooldown (time), set of option, character as set, status, access condition, pressure
another kind of restriction is pressure, it does not directly prevent picking an action, but indirectly make it undesirable, make another option more important or foreshadow bad thing if the option is kept in use (can be the basis for a "push your risk" mechanics, for example flamethrower overheat). Access to an option can be granted by various way, for example a move that is only available only once a combo depth has been attained (which can be use as a push your risk in a mind game thanks to predictability vs pay off)
Option you have is part of the state, just like the information you/your opponent can hide or reveal. To obtain an advantageous state might mean that you need to traverse intermediate state, let's call this positioning (even though it might not be related to physical space).
Those are the basic building blocks, any abilities or move is just a particular set of option type.