Open AdityaSHadinata opened 3 years ago
changed some displaying styles of the Milestones and Member parts
Looks good!
Hey, there appears to be some similarity between this ticket and #7. It would be a good idea to negotiate to cleanly split the features covered.
Update the Description and add one new Dependence.
Based on the communication with team-2, we determined a different division of labor for the two groups.
Team-2 needs to establish the character's base states (blood bar, movement speed, hunger, stamina, etc.), which they will change according to the time, and in these base states. Time will be one of the main conditions that will affect the player's status at Team-2's end. (For example, not eating for 30 seconds will create a hunger status, which will affect the blood bar)
Team-3 will give buffs/debuffs to the character depending on the item received and used, for example, when receiving an item that increases the life limit, the use of the item will call the base blood bar and increase the limit on top of that. Or when the character is in a swampy area (obstacle) we will give the value of slowdown. So that buffs/debuffs, will not be triggered when the character does not trigger some specific conditions (using some items).
In general, Team-2 is passive to change their state, Team-3 is active to assign the function to the character.
Awesome! If both teams can update your feature ticket to highlight that - I can approve it before tomorrow's studio :)
Have update the feature ticket.
Description
Our team has chosen to deal with the gain and loss characteristics of the game. We plan to add interest and bring more challenge to the game. Gains and losses will be added to item and obstacle features that will have a direct effect on character status. In the game, characters can pick up or acquire items with different functions, and when they use these items with gaining effects, their status will change. For example, when using an item that increases the blood limit, it will call up the character's blood bar and increase the limit. Or when using items that increase attack power, the character's base attack power is called back and enhanced. When a character is attacked by a boss (NPC) or is in an unfavorable environment, the character will receive a reduction effect. For example, if the character is in a swampy area (obstacle), we will assign the value of the slowdown to the character's base status. Therefore, when the character does not trigger certain conditions (using certain items), the gain/reduction effect will not be triggered. This means that triggering buffs/debuffs is the character's active action.
Dependencies
Milestones
[x] List and decide every buffs and debuffs that want to be included (must be achievable)
[x] Start designing and build the prototype (finished time)
[x] Work on the codes
[x] Implement and merge with the other features
[x] Final testing and review
Extras
Documentation
Members