I think you should be able to command elements to help you. Lightning, fire, water, wind, earth, ice, and variations of them as the game progresses. I like the idea of having to worry about the terrain and using that to aide your population (and perhaps even fight against enemies), plus if we go that route, I could think of some awesome combat concepts involving the elements in 1st person fighting modes On Wed, May 26, 2010 at 12:46 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Katie finished the terrain (woot!) which im going to try and get into the > game tonight, and now she's looking at populating the level with trees. > > She brought up a good question though that i wanted to brainstorm about and > see if anyone had any input. > > In the original act raiser, there were trees that you could destroy (bright > green bushy things) and trees you couldn't (dark green evergreens). > > You would destroy the bushes with lightning and then you'd be able to build > on the tile. > > Also in other levels of act raiser you had to fight against the environment > a little and do things like use a rain spell to wash away sand dunes, or use > a sun spell to dry up marshes. You did both so that it would clear up a > tile and your people could build there. > > Do we want to have these kind of elements in our game? > > I myself think it would be nice to have these types of things in our game, > but maybe even make them a little more real time. For instance.. > > #1 - in the desert level, the desert sands encroach on your houses. You > have to use rain to wash away the dunes, and eventually you conquer the > whole desert, but the more desert there is, the more dunes it generates. if > you let the dunes get too out of hand, they can bury your houses (which > destroys them and you lose population) > > #2 - in the swamp level, it is perpetually (or often) raining. We'll have > cool rain effects for that :P Anyhow... low land areas get more and more > flooded as they get rained on more. You'll need to do something (cast one > of your spells) to keep them from getting too soggy and having your houses > sink into the bog. After you defeat the boss of the area, the rain goes > away and your land is safe. > > Also after talking to Eric and Nick since this project started I think i'm > starting to think more along their lines about combat that we should do > stuff like have defenders of your town, and have enemies rush your town > sometimes (like a horde of zombies) and it might get pretty hairy. This > instead of the act raiser enemy combat which is more mellow and slow. > > Anyhow, more info on that later (for brainstorming) but i just wanted to > bring it up so you could see how things would play out... that in later > levels, the environment would be actively encroaching on you while at the > same time you had to fight off enemies. > > How do you guys feel about that gameplay? Or do you have any other ideas > or input? > > Also what i'm thinking for level 1 is that it's a very mellow level (much > like the original act raiser) in that the environment doesnt fight you, and > the enemies are weak and pretty tame. > > I think we should have both trees and bushes on the map... and make it so > bushes can be destroyed by lightning so that you have more room to build, > and that trees are immune to lightning and are permanent barriers. > > Whats your guys' thoughts? >