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Fragment's Moonrise is a randomly-generated, open-world Real Time Strategy game, emphasizing skill based and micro-management oriented RTS-style gameplay.

Post news Report RSS Fragment’s Moonrise | #37 Damage, Resistance, Status Effects, Auras, and Elements, Part 4

A look into some of the parameters behind our Status Effects and Aura system. (Part 4)

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Welcome to our thirty-seventh blog post!


In prior parts to this series, we’ve been discussing various features on our core gameplay elements. In this one, we’d like to continue that by going over variables in our Status Effects and Aura classes.

Let’s begin by going over the broader subject: Auras.

invokeAuraGif


Auras are quite simple to understand: in an area around the Unit invoking the Aura, we apply a Status Effect to nearby Units. This Status Effect is only applied to Units based on their alliance attributes (so we can apply Auras to nearby Units based on if their friend, foe, and/or self).

manaDraingif


We can also set Auras to drain (or even restore) Health and Mana respectively. Important to note: Auras that drain Health from the invoker can never drop a Unit down to 0 HP, for obvious reasons.

Now, onto Status Effects:

statusDamageGif


Similar to the broadness Abilities have, Status Effects can perform a multitude of effects. This can vary from the basic ones, such as damaging a Unit’s health and mana, to invoking some pretty interesting ones, like damage alteration.

alteredDamageGif


Altered damage is an interesting one: it reduces (or increases) a Unit’s damage output by a percent. While the Status Effect’s duration is active, the Unit will be under this debuff. Good for weakening a boss, or empowering your own. In addition, its one to be feared, as any of your Units under its effects will be much worse off in a fight.

viewDistance


Altered View Distance can also be quite useful for a variety of reasons: it reduces (or increases) a Unit’s vision.

This can be good for reducing a foe’s vision, and thus reducing their aggro, so you can take out other foes while the vision-less threat is subdued. In addition, it can even be used on yourself. Given the game’s mechanics, you can only enable what you can see. Reducing vision reduces what foes are currently active, allowing you to sneak past them more easily. Increasing your own vision is also excellent: need to look over a long portion of the map? Some objects in the world increase your vision, allowing you to see over a great distance at possible next objectives to traverse to.

alteredAttackSpeedGif


Altered Attack Speed is quite self-explanatory. Speed up or slow down a Unit’s rate of attack, with all their attacks. This can be useful to slow down a quick-striking foe, among even slowing down a slow-striking foe, making the foe even less powerful. Speeding up your own attacks is inherently useful, but some spells can slow down your spells, giving you greater damage in return, so that is something to keep in mind and use appropriately.

That concludes this post- and in the next part, we’d like to go even deeper into other variables and how they function.

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