Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. <jumbotron> ====== Combat ====== </jumbotron> ===== Context ===== Combat is the means to the end game. Combat is exclusively ranged in nature. The character starts the game with a pistol and through leveling and careful expenditure of Talent Points (TP), the character unlocks the ability to use other weapons. The ability to wear armor is also unlocked and provides a layer of Damage Reduction for damage received from enemies. Each TP spent in a talent increases the character's stats and abilities.\\ \\ === Hypothesis === Combat reigns supreme in modern first-person shooters. It ties directly to the pillars by providing a way to complete missions and explore all areas of the game.\\ \\ === Measuring Success === Success will be measured by how long and how many resources (ammo) are needed to complete a mission. \\ \\ \\ ===== Design ===== === Summary=== <note>Write down a summary of how the feature works. Include images or sketches if you have any.</note>\\ \\ === User Journey === <note>Sketch out screens of what the player will see and do, step by step.</note>\\ \\ === Flow=== <note>Create a flow diagram of how the feature works.</note>\\ \\ === Values === <note>If this is a feature that has values attached to it then define them here.</note>\\ \\ === Edge Cases === <note>Are there any situations where this feature needs to behave a little bit differently?</note>\\ \\ === Research and Testing === <note>How are you going to test this feature at different stages of development?</note>\\ \\