For Glory


 * This page is authored by User:SArchangel

For Glory is a  video game in development by SArchangel and set to be published by for, , and. It was announced on Game Ideas Wiki. The game is a said spin-off/sequel to the Ubisoft HnS title, For Honor. The movement animation in For Glory is completely inspired by For Honor and maintains elements of the HnS game’s “Art of Battle” melee fighting system. However, the game structure and objectives, in For Glory bear stark contrast from For Honor, and can be considered improvements over systems in For Honor. Like For Honor’s Art of Battle, For Glory has a hallmark “Art of Blood,” a revolutionary health system replacing the common health bar with a realist alternative.

Overview
For Glory is a non-fantasy hack and slash video game, set in a fictional, alternate version of Earth in no particular time period. Prior to the events of For Glory, the legendary, high-tech civilization of Atlantis mysteriously rises again on the island of Atlas, located in the middle of the Atlantic Ocean. This mysterious civilization stands not only at the crossroads of the New and Old World, but also between historical timelines; Atlantis is essentially an near-omnipresent time travelling nation. Armed with high technology the rest of the world cannot compete with, the Atlantean power forces the many civilizations of the world in various seperat timelines of history, all of which submitted to Atlantean dominion as tributary states.

A curious people, the Atlanteans become fascinated with the warrior cultures of its tribute states from various eras between the dawn of classical antiquity to the beginning of the early Middle Ages. Inspired by the Roman tradition, Atlantis decided to host its own gladiatorial games, instead pitting warriors from all over the world and in different periods of time to fight one another for the entertainment of Atlantean citizens; the losers would recieve death while winners would recieve riches and glory.

For Honor gameplay is set in gladiatorial arenas built in various parts of the world in different periods of time controlled by the Atlantean overlords. Players controlling gladiators of the world and time compete in the deadly recreation of gladiator games. Players can select a plethora of characters known as "Champions." Each Champion represents an aspect of the warrior of culture of his or her homeland in a certain period of time, stretching as far as Japan to the Andes mountains, and from as early as Ancient Greece to as late as the mid-Heian period in Japan.

Champions
TBA

Combat
For Glory consists of three different combat systems: the Melee system, the Ranged system, and the Mounted system.

Melee Combat
In general, the Melee system deals with melee combat, which is divided into Armed, Unarmed, and Mounted combat.

Armed Dueling Mode (Art of Battle)
When fighting in a melee duel against other Champions, For Glory retains the primary elements of the dueling mode system of the game's predecessor, For Honor: the "Art of Battle" system. Art of Battle will be immediately triggered when engaging another Champion, and disengagement will have the player immediately switch out of the dueling mode.

Like "Art of Battle," a Champion can take three different defensive stances in three directions, Up, Left, and Right. These directions are also areas from which the Champion can attack. The 'Up' stance defends against enemy 'Up' attacks including stabs above the shoulders, while the 'Left' stance defends against an enemy 'Right' attacks and vice versa. At the same time, the combination of a basic side dodge and a Left and Right defensive stance can be used to counter stabbing attacks toward the Champion's corporal mid-section. To butt or stab at a target, the attack button is released without a given direction during a defensive stance.

Unlike For Honor, For Glory combat mechanics eliminates the light and heavy attack options. Instead, the weight of attacks relative to defense is determined by a more flexible "focusing" system. To focus/increase attack power, the player holds down on the attack button, and attacks when it is released and not interrupted. In a realistic physical application, the stronger the attack the more damaging it is.

Focusing is not limited to attacks. Players can also focus/increase defensive strength by holding down a defensive position of one of the three directions. Defensive strength is the opposing force to attack strength.

Focused strengths of both defense and attack have hidden calculations of the same basic measurement. Different, appropriate scenarios will result from different types of relations between attack-defense reactions. In one reaction, if total attack strength is higher than total defense strength, the defender will recieve the greater weight in the collision and experience generic recoil (context of recoil: defender is knocked back to a degree and the attacker increases speed while the defender slows based on the degree of recoil; in the state of recoil the player can perform no action). To an even greater extent include injuries suffered from an overpowering attack. When defending using a gripped weapon, and overpowering attack has possibility of disarming the defender if powerful enough.

On the other hand, when defense strength overpowers the attack factor, then the attacker will recieve generic recoil (context of recoil: attacker is knocked back to a degree and the defender increases speed while the attacker slows based on the degree of recoil; in the state of recoil the player can perform no action). However in this case, the degree of recoil depends on the strength of the attacker. Logically, if a light-momentum attack is used on a strong defense, there is very little reaction force. Thus, all cases of recoil depends on the strength of attack, whether on the defender or the attacker him or herself.

When engaging an armed and unmounted opponent who is in a defensive stance, the player can also perform a Guard break if the Champion is close enough, which is an action that breaks the enemies defense and causes minor recoil, allowing the player to conduct an attack that may hit square if the target is unable to react in time. However, an attempt at a Guard break also leaves the breaking Champion vulnerable to a square attack.

Unarmed "Art of Battle"
TBA

Mounted "Art of Battle"
TBA

Battle Mode
Like For Honor, For Glory includes "minions," which are basic NPC soldiers much like creeps and minions in MOBA games like League of Legends or Dota 2. They are identified as shorter and smaller in constitution compared to Champions, and they are easier to dispatch from basic blows automatically put into effect by hitting the attack button. However due to the new Health system (scroll down to learn more), For Honor veterans may find that damages recieved from minions in For Glory can be much more fatal in spite their inferiority.

This mode is also the mode you will be in when either ranged minions or Champions attack you from a distance using ranged weapons. This mode features a "brace" action, which allows the Champion to brace for impact with a ranged projectile. However this is largely ineffective unless the Champion has a sizable shield and/or armor, or is lucky enough to have the projectile land in an armored area or any other surface that reduces the effect of a projectile's full impact. A Champion can also brace against melee attacks from melee-based minions.

Ranged Combat
In general, the Ranged system system deals with ranged combat, and is divided between Mechanism-based Ranged Combat and Throw-based Ranged Combat.

Art of Blood (Health System)
TBA

Weaponry
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Feats (Skills/Abilities)
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Game Modes
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Controls
TBA