Jordan Brown - Game Design Documentation Samples

Mechanical Progression

Functions of Recruitment Points Within the Design

In HoF, the function of Recruitment Points is to tie the player's non-violent actions in combat to their ability to progress through the game mechanically: the player's choices directly correlate to their ability to make their Mechs and Pilots (excluding Bell's Pilot stats) stronger. Players gain Recruitment Points in the Combat - AAR (After Action Report) phase; the amount of Recruitment Points they gain is directly proportional to the number of Pilots they Defect using Bell's Hail ability in the Combat-Main phase. Recruitment Points also serve as a mechanical and narrative foil to Currency, as gaining Recruitment Points requires players to find an alternative to violence and bloodshed, whereas gaining Currency requires killing enemy Pilots. Like killing Pilots, the game's NPCs will react to the player's choice to seek peaceful resolutions with the enemy instead of killing them based on their beliefs and values. The feelings and emotions of Aurelio, Max, and Wynnter will thus affect the course of the narrative as the player progresses through Habit.

The amount of Recruitment Points a player gains is directly proportional to the number of enemies the player successfully brings to their side during combat using Bell's Hail ability.

Recruitment Point Scaling

As the game progresses, levels become more difficult, and the player improves with experience the cost of upgrades should scale as well.

Recruitment Point Gain

100 Per Enemy Defected (using Bell’s ability “Hail”)

Action Costs

Action Cost in Recruitment Points
Heal Pilot HP 1 HP = 0.1 RP
Repair Mech Integrity 1 HP = 0.1 RP

Recruitment Point Functionality by Gameplay Loop Phase

Visual Novel

Combat - Setup

Combat - Main

Combat - ARR (After Action Report)