Physical Abilities
Last updated
Last updated
Acceleration - the character's ability to quickly increase their speed from a stationary position or change their speed rapidly while in motion. Acceleration is a key attribute for dashing.
Speed - the average tempo with which your character moves around the court.
Flexibility - the character's ability to move their body freely and effortlessly through various movements and positions. Flexibility is a key attribute that determines the length of the dash.
Endurance - the character's ability to sustain physical effort and regenerate stamina.
Influence - the character's ability to regenerate the power bar when making successful decisions.
Turbo - the character's ability to regenerate the power bar over time. Turbo is not influenced by the in-game decisions of your character.
Morale - a modifying stat that might affect multiple actions during the game. This skill
makes characters more attractive for purchase. Morale can be altered by clothes the
character wears, times they win and lose, etc.
To ensure distinct gameplay experiences among characters, the progression system for physical abilities incorporates added complexity. Here's how it works:
Physical Abilities Points: As characters level up (after earning XP from matches), they earn Physical Abilities points. The player has the freedom to allocate these points to specific areas. However, there is a maximum limit of 10 ability points per skill. It's important to note that these points are unique to each character and cannot be shared.
Ability Increase: When a player assigns points to a particular physical ability, that ability will improve. The extent of improvement is determined by the progression system. Each character receives 2 physical ability points per level, and the maximum attainable level is 20. Consequently, a character can accumulate a total of 40 ability points throughout their progression (20 levels * 2 physical abilities points per level = 40 total physical abilities points).
Initial and Maximum Ability Amounts: When characters are created, they are endowed with both an initial amount and a maximum amount for each ability. Through a straightforward formula, the growth rate of each ability is calculated for each level range. Whenever a physical abilities point is assigned, the corresponding ability will increase by the designated amount.
By employing this system, characters in the game will exhibit diversity in their physical abilities, ensuring a varied and engaging gameplay experience.
In order to enhance the diversity of the stat system, our approach incorporates two methods:
Starting Ability Amount: The initial ability value determines a character's performance in specific actions during the early stages of gameplay. A higher starting ability implies proficiency in that particular attribute, albeit with a relatively slower rate of growth. This aspect emphasizes the importance of the initial ability values and their impact on early game performance.
Maximum Ability Amount: The maximum ability value reflects the potential of each character. A higher maximum ability enables faster growth for the character throughout the game. Consequently, certain abilities will excel either in the early game (due to high starting values) or the late game (due to high max values). The ratio between the starting and the maximum determines the overall quality of the respective attribute.
By employing these mechanisms, our system ensures a wide range of ability variations, providing players with characters that exhibit different strengths and potential growth rates. This enhances the overall gameplay experience and adds strategic depth to character development.
Let's compare two fictional characters and their Speed stats:
● Character 1: Starting Ability - 30, Max Ability - 60
● Character 2: Starting Ability - 10, Max Ability- 70
Upon initial observation, it may appear that character 2 excels in speed compared to character 1. However, for the first six levels, character 1 actually moves faster across the field.
It is only at the seventh level that character 2 surpasses character 1 in terms of speed. These examples demonstrate how character 1 exhibits early game progression, being stronger in the initial levels, while character 2 showcases late game progression, possessing superior long-term potential.
To simplify the process for players and enable quick comprehension of ability progression without complex calculations, graphical representations of the abilities are employed, eliminating the need for numerical values. Each ability is represented by a vertex in a hexagonal shape, as there are six primary stats.
The perfect hexagonal shape is formed by connecting the maximum values of each stat. However, it is important to note that characters typically will not achieve perfect scores in all maximum stats.
Within the figure shown above, two geometric shapes are drawn: one representing the current values of the different stats (light green), and another representing the maximum values of each of them (dark green).
This hexagon values will be dynamic since they reflect the changes in the evolution of different stats.