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Overview

This brief is an early exploration of combat design for a personal project. It draws inspiration from combat systems in titles like WoW , adapted to attempt a more modern, fluid, and dynamic gameplay experience in the MOBA genre.

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Combat Summary

Deity Arena will feature third-person RPG-style combat using both aim-based and targeting-based combat mechanics. The goal is to create responsive, skill-based combat enhanced with strategic decision-making through creative timing, spatial awareness, and resource management. These core principles will be supported by diverse character load-outs and playstyles.

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Design Goals

  1. Responsiveness and Clarity: Combat should be highly responsive and visually clear. Players should be able to recognize and react to their environment easily.
  2. Engaging Gameplay: To create an engaging experience that promotes high skill expression, players will have a diverse set of abilities in addition to basic attacks and dodge mechanics.
  3. Positioning & Timing: Players should be rewarded for proper positioning and timing in battle to create opportunities and advantages against opponents.
  4. Playstyle Diversity: The base range of combat types will include ranged, melee, and magic-based combat. Each type will be supported by a diverse set of abilities that cater to different playstyles.
  5. Fluid Targeting & Camera Controls: The camera and targeting systems will operate independently, challenging players to skillfully manage their focus during combat. </aside>

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High-Level Requirements

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Open Questions

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Comps

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