[project1dev] Re: [Design] Overworld combat

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 26 May 2010 13:58:00 -0400

I like all those ideas.  I'll start building potential enemies/skill trees
tonight and run them by everybody.

On Wed, May 26, 2010 at 1:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> So from my last email you might have seen that im thinking we should go
> with a little more "live" combat vs the combat in the original act raiser
> which was really mellow and tame.
>
> I think this first level should be mellow and tame like the original game,
> but that we should ramp up the difficulty as things go on.
>
> Some of the things i'm thinking are like imagine we had a graveyard type
> area.
>
> There might be mummies and ghosts wandering around.
>
> Mummies move slow but have a crap load of HP and do a ton of damage to
> whatever they hit.
>
> Ghosts maybe can only be killed by magic and they have the ability to
> "phase" where they fade out and appear somewhere else.  They do this at
> maximum once every 10 seconds.  This makes them hard to track cause they can
> go anywhere at any time.
>
> Periodically, a crypt's doors fly open as the inhabitants smash it open and
> a buttload of zombies rush your town.   The zombies have very little hp and
> do little damage but they are like flies and just get all up in your town
> everywhere starting to smash stuff and kill people so if you kill them while
> they are grouped (with fire or some explosive etc) you do a lot better than
> if they have a chance to scatter and cause you issues.
>
> Maybe there's some bats too (we would already have bats from level 1 so
> might as well include them!)
>
> Your defenses you have against these guys are based on what talents you put
> in your skill tree but here's some ideas...
>
> #1 - Archer Tower:  Automated archer defense.  You cast a spell to place
> one and it either expires after time or when it runs out of hp (or maybe
> both... whichever is first?).  Strength of the archers is based on how many
> talent points you invested (might be a 5 point max talent)
> #2 - Mage Ward:  Automated magic defense.  Same as the archer tower but it
> does magical damage to those within range.
> #3 - Risen defenders:  Cast a spell where spirits of dead warriors rise up
> for a period of time or run out of hp (or whatever) and fight for you.  they
> hang out wherever you cast the spell but they might be selectable and
> controllable so you can move them around?  maybe not though... maybe they
> just hang out where you told them.
> #4 - Conflagration spell:  Cast this spell and it makes a hellish fire
> tornado that rips through the enemies
> #5 - Land mines:  when enemies step on these they explode and do splash
> damage to anyone near.
>
> Maybe some of these things have "friendly fire" damage, so if you had to
> cast the conflagration spell in your town to take out some enemies, it would
> rip your town up to (but you had to make the judgment call that it was that
> or game over)
>
> Thoughts?
>

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