Table of Contents

Combat

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

Write down a summary of how the feature works. Include images or sketches if you have any.



User Journey

Sketch out screens of what the player will see and do, step by step.



Flow

Create a flow diagram of how the feature works.



Values

If this is a feature that has values attached to it then define them here.



Edge Cases

Are there any situations where this feature needs to behave a little bit differently?



Research and Testing

How are you going to test this feature at different stages of development?