Important

This blog setup is not official with Square Enix or in any way connected. This project is about how Final Fantasy X-3 can be from my (Lee A. Funnell) perspective. The plot and ideas are mine. Anything that this project contains is not aimed to offend or insult non fictional related. This is a fictional story but an apology in advance anyway. This is just my explanation for my project at hand and for those who wish to learn more.

Saturday, 29 August 2009

Minigames - Blitzing

A newly discovered past time from 1000 years ago

Rules

Ø Each competing player has three (3) Blitzballs. Therefore each player has three (3) turns.
Ø The aim of winning this game is to obtain the furthest distance with a Blitzball thrown. The winning distance isn’t the sum of more then one (1) Blitzball thrown.
Ø The pitch is measured in meters and its range starts from zero (0) to 500. The pitch is limited not by distance but by width. The legal throwing range is restricted by the setup of the pitch.

Pitch



The diagram shown above is an example of a Blitzing pitch. The layout of the pitch can vary but principally the setup is the same. Each pitch has what’s called a “Throwing zone” and a legal throwing area. In order for a player to obtain a distance the player is required to throw a Blitzball the furthest possible whilst staying in the legal throwing area. Any Blitzball thrown that crosses the side lines that mark between the legal throwing area and the illegal area is disqualified.

Elements

In Blitzing there are a number of different elements that can affect the player’s throw. Like in BlitzBall and BlitzBase each competitor has statistics and attributes such as HP. A player’s statistic/status window may show:




As mentioned in a player’s statistic/status window the throwing angle is displayed before the throw is made. When it’s a player’s turn and the player decides to throw a Blitzball the throw is determined by a number of elements; HP, throwing angle, wind and skill level.

HP

The player’s figure for HP determines how strong the throw or command will be. Say for example a player’s HP is 169 but it decreases by one (1) every second. The more HP a character has determined before the given command is taken (in other words before the player presses X on the throwing angle indicator (or selection depending what action is taken upon the player’s turn)) the stronger the output. The lower the HP the weaker the output becomes. Do for a strong action a high HP is required. However there are situations where a weaker HP (particularly when throwing) is more effective. If the wind for example is indicated north and the strength of the wind is strong (this is indicated by the wind indicator turning red) it means the Blitzball will be carried northwards by the wind. If the player throws the Blitzball in this type of wind with a high HP its likely the throw will fly beyond the 500m mark and result in disqualification. A weaker throw made my less HP will more likely not result in disqualification.

Skill level

In the same way the more a player plays BlitzBall and BaseBlitz the more AP is gained resulting to levelling up. Levelling up brings improvements in a player’s stats such as HP and gain newer abilities. A player’s stats will be same throughout BlitzBall, BaseBlitz and Blitzing.

Throwing angle

The throwing angle is the last necessary input for a player to make before throwing. The throwing angle is determined by the player’s action to stop on the angle indicator.



The throwing angle is determined by the player’s stop of the angle indicator. The angle indicator moves from left to right and then back continuously until the player prompts the indicator to stop by pressing X, The throwing angle works on the principals of a 180 protractor; the left side starting at zero (0) and the right ending at 180. The centre or hotspot is indicated in yellow at the 80 to 100 degree angle. To make the best of any attempted throw the player has to set the throwing angle to work best with the predetermined wind angle and strength. For example against calmer wind the player throwing would be better off stopping the angle indicator at the hotspot area marked in yellow. But in other example situations when the wind is strong and blowing to the left the player would aim for a throwing angle aimed more to the right side or higher angles to counteract the wind.

Wind

The natural phenomenon in Blitzing which can turn the game around as easily as the wind changes direction. Its therefore important for any player going for the win to have the wind in their favour when throwing the Blitzball. To do this the wind’s direction and strength is indicated on the active player’s statistic/status window. During the course of a game the direction of the wind and its intensity to affect a thrown Blitzball varies after each turn.

Ø The wind direction follows a compass navigation and can be indicated at north, north-east, east, south-east, south, south-west, west and north-west
Ø The intensity of the wind is defined by the colour of the wind indicator on the player’s statistic/status window
Ø If the indicator is blue it means the wind is almost harmless to a thrown Blitzball
Ø If the indicator is yellow it means the wind can throw a Blitzball slightly off course depending upon the wind’s direction
Ø If the indicator is red it means the wind can throw a Blitzball significantly off course



Commands

When it’s a player’s turn a decision must be made before their HP is used up. The player has to be quick to make his/hers cause of action (COA) but his/hers options aren’t limited to throwing.


Whatever command is chosen each player must make three (3) command decisions.

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