Darkest dungeon work
Introduction
darkest dungeon is a very complex and unforgiving game, full of mechanics and systems the player have to keep on top in order to achieve a good run. the player can choose and build a team based off a selection of different heroes each with their own abilities. each character is unique and provide a purpose when playing. players have to proceed through randomized dungeons. the player can take countless items which can help them on their journey like spare torches and food.
Attributes:
Maximum Health: the hit points of your hero. If they fall to 0, the hero will enter the "Death's Door" state, in which every subsequent received damage has a chance to permanently kill the hero.
Dodge: Dodge determines the chance to completely avoid an attack - nullifying any damage dealt to them, negative effects (weakness, damage over time, etc.), or the stress damage. when a character with zero protection is finally hit, it can take a lot of his/her health. Dodge also applies to enemies too.
Protection: Protection is simply the ability of the character to reduce damage taken. The protection has a percentage value and it directly influences the amount of damage the character receives. If the enemy attack inflicts 10 points of damage, and your character has 40% of protection, the enemy will be able to deal 6 damage.
Speed. This shows when characters move in combat. The higher the speed, the higher the chance the character will go first. Determined by Weapon.
Accuracy: The accuracy modifier influences the effectiveness of the abilities your heroes use. it can only be increased with trinkets, quirks and certain abilities and camping skills. Accuracy works in such a manner that it simply increases the default chance to hit of a given ability
initial design: this was my first idea for a hero, based around using a shield. this was my only idea i could come up with that i liked. this didn't become the final design as i preferred my other design, the doctor.
Character Design
my ideabackstory: a conflicted being, a frail human soul infused with the deepest and darkest of voids. the burdened life of a widower doctor with the vitality of a beast. each test he conducted, provided answers but raised more questions. he was obsessed with the idea of humans being more. his tests became more frequent and dark, requiring more and more test subjects, animals, humans, corpses. nothing could satisfy his overwhelming desire to be... more. to become more than a human, the supposed flesh cage he believed himself to be trapped in. he went berserk, sacrificing his relationships, his mental and physical wellbeing to further his work. his entire mind cracked, akin to a feral animal. his final test. his test subject? himself. he grabbed the injection and jabbed it hastily in his arm. he howled in pain, as his body and muscles elongated and convulsed and his organs turned in upon themselves. his new form, a foul beast streak across half his face, chest, and arms, burning his hair and distorting his skin. the doctor hides in plain sight, keeping his foul beast out of human sight. he has gained the versatility and mind of the human body with the power and brute force of a monster.. but at what cost?
appearance: the doctor stands tall compared to the rest of the cast. he is a very slim to the point of malnourishment. his left side of his body is a bit more longer and bulkier. he attempts to hides his damaged part of his face. the doctor is very reclusive, only talking when necessary, when he does speak he does come off as condescending.
playstyle: the doctor's playstyle is pretty simple, he skips moves for more powerful attacks or buffs. his passive pairs well with his backstory, achieving the balance of humanity and going berserk. he is capable of inflicting lots of damage but his RNG and unique movement make the player think hard about which attack to use
abilities
passive: due to his genetic material actively getting destroyed, the doctor slowly loses health throughout the battle, the damage slowly increasing every 5 turns. on death's door, he is uncontrollable and unusable, auto-attacking enemies and allies until he dies.
- precision strike: the doctor attacks with pinpoint precision, dealing a normal amount of damage, this attack has a lower chance of missing but deals less damage if used consecutively. kills with this attack heal him.
- identify: the doctor uses his beast-ridden eye to inspect and locate an enemy's weakest point. this inflicts a debuff on a specific enemy, if the user attacks the same enemy with precision strike, they receive a guaranteed crit.
- stimulant: the doctor reaches out from his jacket and pulls out a syringe with a random substance, he would inject it into himself and will receive a random effect:
- sedative: rest for 2 turns, reducing stress and slowly gaining HP
- adrenaline: inflicts stress around himself and others, but increases the doctor's damage output.
- Strychnine: poisons, deals damage to the doctor
- eugeroic: the doctor focuses, providing perfect attack accuracy unless he is hit
- vile charge: the doctor charges through all enemies, dealing less damage with each enemy hit, but inflicting a deadly, but quick poison, that lasts for 2 turns
- evaluation: i believe my character could work. with prototyping and testing ability synergy with other heroes, i believe the doctor would be a good spot of darkest dungeon. his kit sounds fun and lore friendly. he is a unique character with a interesting quirk, he is bound to make runs more interesting.
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