In the last post, we briefly talked about “elemental interaction”. In the game, “How to use natural elements to fight” is one of the important experiences that we hope to bring to the players. This time we will talk about the development process in this regard:
Inspiration
The earliest source of inspiration for "natural element interaction" was the game "Divinity: Original Sin 2" which was released in the previous year and was highly praised. In the first generation, the gameplay was like Diablo's Action RPG. In "Divinity: Original Sin", the gameplay was a more traditional ActionPoint-style C-RPG, and provides an extremely interesting and interactive aspect of natural elements. At that time, our group of developers were also very addicted.

IMAGE:Divinity: Original Sin
Introduce
The original intention of making "Crown Trick" is to provide a easier-to-use retro synchronized turn-based gameplay system, but the problem is that this retro gameplay is complex and fragmented. So after we removed these complex points from the gameplay, the game was simple but the interesting aspects of these retro games disappeared.

Gogue Like game dense information interface
So, we spent a lot of time thinking about how to add a new mechanism to the game to support the fun of the core gameplay. At this time, we put our eyes on the instinct of the original sin of the gods - "to introduce a set of nature for the game." Will the element interaction system be interesting? ". With this idea, I started to try implementation.
Try
Although we got inspiration from these games, it is quite another matter to make this mechanism in the game. The game is based on the "grid" unit, and based on the "round" process unit, then the elements must meet these two points after joining, but also natural enough and easy to understand.
Therefore, the element of "the elemental terrain of the lattice shape" came into being.

'Crown Trick' Battle scene
Next, we needed to determine what elemental terrain is introduced.
In "Divinity: Original Sin 2", not all elements correspond to a kind of terrain. For example, wind and electricity do not have independent terrain. This may seem natural, but the sense of consistency will be weaker. Using it as a core game mechanism may cause certain inconsistencies and imbalances.
To ensure that each element has independent terrain and differentiated effects in the game, we will try to design a set of element interaction mechanisms for the game.
'Crown Trick' Elemental terrain
The following terrain effects are still being designed and adjusted. This is our attempt at the mechanism. If you have better ideas or suggestions, you can tell us.
- Flame - damage terrain, multi-round DOT, if the player can extend the enemy's ignition time by pulling, then the income is higher.
- Explosion - damage terrain, single-shot one-time damage, if you can not pull with the enemy, then the return is higher.
- Poison - damage terrain, multi-round percentage DOT, stackable.
- Ice – controllable terrain, will freeze the enemy
- Electricity - controllable terrain, will paralyze the enemy
- Oil – controllable terrain, will slow down the enemy
- Wind - increase / decrease the terrain, will weaken the enemy
- Water - increase / decrease the terrain, will enhance yourself

'Crown Trick' elemental interaction
So what happens when different elements come together? I can demonstrate some simple examples, such as water terrain.


'Crown Trick' Water elemental assemble
Flame + water = steam, steam will provide stronger DOT and an additional increase / decrease effect
Flame + wind = blow, the fire will be blown into a small fire, the scope is expanded, but the power is low.
Flame + oil = point fuel, become a sea of fire.
Electric + wind = thunderstorm, brings damage and paralysis to the enemy
Ice + wind = ice storm, can bring damage and freeze to the enemy
……
Game goal
In fact, the complete interactive elemental terrain is a very big challenge. In the process of making all the combinations of two elements, there are still many combinations of elements that are unnatural. We are constantly trying to explore more feasible combination results (the above-mentioned explosion terrain is the latest introduction, replacing the original fire wall terrain).
Although it is difficult, the production process is full of constant change, but our goal has never changed - to introduce 8 kinds of natural elements to the game, with each combination of two elements producing a change, each change has its own effect, so that Player can defeat the enemy by combining elements to get an experience each time.
Elemental-related design ideas are introduced here for the time being. Again, this is an attempt at the mechanics of the game. If you have better ideas or suggestions, please let us know. We will continue to update and introduce new links in the follow-up, so stay tuned~
Guess: How many several combinations of water lements topography?

Unfinished, to be continued...
