[project1dev] Re: [Design] Overworld combat

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 26 May 2010 11:17:45 -0700

yeah totally...

we also have to think about how monster spawners are going to be "sealed"

if its sealed by townsfolk ala the original game youd want to build to the
crypts first before anything else as fast as you could lol...

maybe the spawners just have a ton of HP so take a while to destroy? i
dunno...

On Wed, May 26, 2010 at 11:15 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I like those ideas as well.
>
> Speaking of Zombies I think they could convert townsfolk to the undead. A
> defense to this would be building your town in the direction opposite of the
> crypt during an attack. That way the townsfolk would be away from the
> zombies.
>
>
>
>
> On Wed, May 26, 2010 at 11:02 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Sounds great, thanks Nick
>>
>> we also have a design brainstorm page on the wiki.  Feel free to take
>> ideas from there or put more up too (esp after we talk about your ideas, we
>> should put them up so we dont forget)
>>
>> rock!
>>
>>
>> On Wed, May 26, 2010 at 10:58 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> 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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