Version 12, last updated by sethillgard at August 31, 2009 05:23 UTC
Aura mechanics
Auras are both collectible items and states in the player.
As the player collects auras a bar will begin to be filled. As the bar is filled the player will get a bonus to his strenght and his defense. The player will also have four aura markers depending of the amount of auras collected:
0: No aura
1 - 33: Low aura (attack/armor increased)
34 - 66: Medium aura (attack/armor more increased)
67 -100: Full aura (attack/armor even more increased)
The way this works in the HUD is pointed is the following mock-up:
The player can use 33 of his auras (an aura marker) to create a powerful attack:
Aura attack!
When the player consumesone of his markers, the aura bar will decrease to the previous aura marker. For example, if the player has full aura (100) and consumes it with an aura attack, it's aura count will return to the last stable marker (66). If the player consumes aura again to perform another aura attack, its aura count will decrease to 33.
Oken will be able to spend his aura to perform a powerful attack. Depending of the current action of the player the aura attack can be:
- Standing: Aura punch
- Jumping: Aerial aura attack
- Crouching: Aura explosion
- Dashing: Damage dash
All of this movements are powerful versions of the normal attacks except for aura explosion.
- Auras can be placed in levels to promote exploration / guide the player.
- The player will loose auras if he is hit by certain enemies
- The player can spend one his auras to unleash a powerful attack (aura attack).
- Aura level controls the amount of damage the player does/takes. More aura means a stronger player!
There will also be dark auras that the player will want to evade as collecting them will "burn" one of his auras. For example, if Oken has 2 auras and then he collects one dark aura, oken will now have only one aura available.
Aura system benefits:
- Provides a disposable element of gameplay.
- Brings micro-administration to the game.
- Adds a variety to the attack system.
- Provides a way to guide the player through the level.
- Brings in powerful attacks!
- Powerful attacks are automaticly phased.
- Provides a visual and gameplay reward for killing enemies.