The list of characters in Gemini is small. There are plans for 4 characters; 5 maximum. The reason for this is that we would rather see a complete product first before adding to it; further development of this project is a possibility. Furthermore, being that most of us have never written a complete game before we figured it would be best to start small.

As well, I've followed a sort of design format for the character's abilities and moves. The main aim of this is to predict possible problems before they occur and ensure that everything about a character serves an explicit and known purpose. This makes it easier to identify what does and does not work with a particular character's paradigm. A key that explains this further can be seen below.

Weight & Attack Parameters

1 will use cueball balistics with the centerpoints of the player and the attack. 0 will use purely the attack to determine direction.
Any number in between will use a weighted average of both





Key of

Visible Mechanic

It is our aim to give each character a unique and distinguishing mechanic that sets it apart from the other characters. I use the term 'visible mechanic' because it's just that; a mechanic presented to the player in an obvious manner. In contrast to the core mechanic, this details what the character does.

Core Mechanic

Largely (but not entirely) influenced by the visible mechanic, the core mechanic details how the character is intended to be used. Here we list the intended style of play and strategies of the character. In contrast to the visible mechanic, this details how to use what the character does.

Watch Out For…

Anything written in this section is done so with the intent of warning about possible imbalance that could occur. Just because an issue is written here does not mean we have any certainty about it but still wish to keep an eye on it. This is done for the purpose of identifying any problems the mechanic may inadvertently implement, and to be mindful of any 'side effects' they may have.

Often this section will also contain possible fixes for the predicted problems. Why don't I just apply the fix and head off the problem before it begins? Well, I take issue with fixing things that we're not sure are broken. Only when testing confirms or discovers an imbalance in the game will a fix be implemented; not before.

Reason for Existence

Anything put into a character needs a reason to be there. In this section we state the motivation for the ability and the specific mechanics it lends the character. Essentially a section that covers why the character can do such an action, and why it is important.

This section is meant as an aide to deciding which abilities are relevant and which are redundant. It will also expose flaws and holes in a character's repertoire of moves and abilities. Anything for which an argument for existence cannot be made is a likely candidate for deletion.