Action Buttons

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

Action buttons are the primary way that players influence the gameplay - Shoot, Pass, Steal, Specials, and move around the court. In this section, we dive into what each button does and how you can use it to dominate your competition on the hardwood!

Shoot

Overview

When your team holds the ball, the Shoot button is your main tool for taking a shot at the net, and it gives you a lot of control over the game. Shooting requires strategy and skill, as you calculate the risk and reward of taking a shot. Score a bucket and earn points, but miss and risk losing possession of the rock. This is the primary skill-based mechanic in the game with a QTE (quick time event) when taking the action.

Detailed Description

How it works:

Blocking:

Remember, the opposing team can block your shot, which adds a thrilling element of risk to the game. Blocking is button-based, and depends on the position of the opposing Ballers and their Defense Boost level.

Pass

Overview

Pinned down by the defense? About to be tackled? You’d better pass the rock! A quick pass can flip the game's momentum in a heartbeat. Nail it, and you’ll set up your teammate for a legendary shot, leaving the opposition speechless. But keep your head up – every pass is a gamble. The other team is always ready to snag the ball and take control.

Detailed Description

How it works:

Cooldown:

The cooldown timer encourages players to think strategically and not rely solely on passing. After all, no one wants to be caught without the ability to pass in a crucial moment in the game, right?

Steal

Steal Overview

Nothing is more exhilarating than pulling off a perfect steal to turn the tide of a game. With the Steal, players can attempt to snatch the ball away from the opposing team, and gain the upper hand.

Detailed Description

How it works:

Effect:

Stealing gives the player the chance to steal the ball. However it is not automatic, and success relies on the following conditions.

Cooldown:

The cooldown period for Steal is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt to steal the ball.

Blocking

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

Blocking Overview

Blocking in the STF is different to stealing, in that blocking occurs once the ball is in flight or a shot is being attempted by the opponent.

Detailed Description

How it works:

Effect:

Blocking gives the player the chance to block the ball. However it is not automatic, and success relies on the following conditions.

Cooldown:

The cooldown period for blocking is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt to block the ball.

Abilities

Each player in the Strikeforce will have a special offensive ability (when they have possession of the ball) and a defensive ability (when they are defending against the opponent's attack).

Depending on the situation, different Special Abilities will be available to help an athlete evade, strike, flip, rage, and more!

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