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Probending x FPS x Smash Hybrid

STONE / EARTH
● Hits hard, but projectiles move slow.
● Strong defense
Special ability (stoneskin)
Can ‘parry’ attacks to negate some
knockback.
Elimination special
Eliminations increase the size of projectiles.
‘Ultimate’ ability (Clay Pigeon)
Target an enemy to launch upwards with a
pillar of earth beneath their feet, and then
barrage them with stone.

WATER / ICE
● Well-rounded
● High potential for pressure
Passive ability (Freezing point)
Rate of fire/speed ramps up over time.
Elimination special
Eliminations increase base rate/speed until eliminated.
‘Ultimate’ ability (Sleet Storm)
Freeze over a wide range of floor, making enemy movement
predictable and slidey, and increasing knockback to targets hit
on ice.

HEAT / FIRE
● High potential for damage/targeting
Special ability (Heat seeking)
Two targets can be marked, which take additional damage on
successive hits from fire sources. If the targets are near each-
other, some damage will be shared.
Elimination Special (Forest Fire)
For each elimination, an extra target can be marked with Heat
Seeking, and the range of damage spread increases.

WIND / AIR
● Low damage but extremely fast
● High mobility
Passive abilities (Unclouded)
Increased knockback to airborne targets.
Higher air control and the ability to glide out of freefall.
Elimination Special (Terminal Velocity)
For each elimination, base movement speed increases.
‘Ultimate’ ability (Wind Tunnel)
A constant tunnel of air blasts where you aim, sending targets flying backwards and destroying all barriers

ELEMENTAL BALANCING

DAMAGE // Number values of how much percentage is inflicted on hit.


SPEED // How fast projectiles move.
RATE // How quickly abilities cast/repeat.
VERSATILITY // Based on defensiveness, mobility, and other factors

ABILITIES

Quickshots/Light shots are faster, but deal less damage/knockback.

Heavy/standard shots carry moderate impact/knockback/damage.

Curved shots can reach around walls, and depending on how it’s used potentially uplift or root enemies.
By flicking your mouse upon firing, curved shots will choose a direction to curve in.

A default ‘downcurve’. An ‘upcurve’.

A ‘sidecurve’, which can go left/right.

AIR and HEAT upcurves will send enemies directly upwards.

ICE AND STONE downcurves will temporarily root enemies down. Roots can be broken via jumps,
dashes, and direct attacks to the rooting element.

ALL downcurves will send airborne enemies downwards/ deny jumps if timed and angled correctly.
High jumps elevate you upwards, and function as a vertical recovery. If initiated off a surface, an AOE
will push away and slightly damage nearby enemies.

Downdashes will slam you down into a surface or player. If surface contact is made, an AOE impact
damages and sends nearby enemies flying back. If player contact is made, they will be spiked
downwards, and the user will linger around the spot of impact before entering freefall.

Elemental walls differ in functionality based on element.

STONE walls block ALL direct shots.

HEAT walls evaporate WATER/ICE and WIND shots,


but don’t affect STONE.

ICE walls stop STONE and AIR shots,


but break instantly against HEAT.

WIND walls disperse HEAT and WATER shots,


but send ICE and STONE shots upwards (to later fall).

ICE and STONE walls prevent knockback when stood in front of. (you bounce into them)
HEAT and WIND walls can be used mid-knockback to halt (or accelerate) movement.

WIND walls, when walked into, send players upwards a medium distance.

Horizontal boosts/dashes are used for dodging and/or closing gaps.

Recoveries differ per element and have a cooldown on use.


STONE grapples towards a surface/ledge.
WIND and HEAT dash towards a surface/ledge.
WATER/ICE create an elongated stalagtite they can grapple/climb.
Gamemodes

Arena
● Push enemies back 3 zones & off their side of the stage
● Side rails prevent typical early KO’s, but may still be possible?
● Best of 3

Point Capture
● Wide maptype with 3 ‘lanes’ of combat
● Left is smallest & closest
● Mid is larger & longer range
● Right is a central point only accessible via TP,
contains sightlines towards mid points
● Only 1 point can be ‘capped’ per lane. capping
your side will undo the enemies point.
● Win by controlling all 3 points for x Timer

Open Season
● No sides, all platforms are accessible
● Smash fortress vibes
● Win by reducing enemy stocks to zero

[TBD]

[TBD]
Design philosophies / footnotes

● Experiment with/incentivize element interactions


○ Teammate interactions: two teammates, one Stone one WIND, stone user
throws a slow, heavy projectile. WIND user follows it up with a wind punch that
speed boosts/redirects the STONE projectile.
○ Enemy/Teammate interactions: Heat user marks two targets with heat, enemy
water user douses both targets effectively removing the marks.

● Avoid stun mechanics, screen obstruction and other hindrances


○ Roots are an exception, as they don’t prevent use of abilities.

● This concept is designed around projectile attacks, there are no hitscan abilities that
immediately make contact with targets.

● Designed with team play in mind, but it could probably be restructured for 1v1 / Free for
All gameplay.

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