[project1dev] Re: [Design] Player health and losing conditions for overworld maps

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 28 May 2010 17:19:07 -0400

I think if ALL population is destroyed, you lose.

On Fri, May 28, 2010 at 5:03 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> In the original act raiser game, i dont think it was actually possible to
> lose on the overworld map portion of the game.
>
> Bad guys could destroy your town til all you had was your main base (which
> was invulnerable)
>
> Bad guys could beat the heck out of your angel so that you had 0 HP.
>
> Neither things caused you to lose.
>
> Your town would rebuild as it could, and your angel would regenerate HP and
> MP over time so he would have health again after a short while.
>
> The reason there was HP was that if your angel was at 0 health, you couldn't
> shoot your bow (although i think you could still cast spells) so basically
> while you had 0 HP, monsters would run amok all over your town and wreck
> shit.
>
> So, how do we want our game to play?
>
> Here's what i propose but we can talk this out if you guys have other
> ideas...
>
> #1 - Your wizard tower has (alot of) HP.  If it is destroyed, you lose the
> level and have to start over.  This is the only losing condition for
> overworld map play.
>
> #2 - If your player loses all HP, i think he should be able to move, but not
> able to shoot fireballs or cast spells.  Maybe he goes ghostly looking or
> somethng until some time passes (like 10 seconds lets say) and then you get
> like 10% of your health and are "alive" again.
>
>
>

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