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Author | Message |
theguy
Commander ![]() ![]() Joined: 03 November 2023 Online Status: Offline Posts: 417 |
![]() ![]() ![]() Posted: 19 April 2010 at 2:25pm |
Nameless tactics game - Design document
Features: Multiplayer only Team based or one on one Summon monsters to kill the other player and his monsters Playing field has different areas, where certain monsters are stronger or weaker depending on their type You can pick 5 special abilities which can be used once to try and turn the tide of battle or increase your advantage, and you can pick 5-20 different monsters to use, depending on your level Levelling system Speciallity system, similar to classes, but it decides what monsters you can unlock and what abilities you unlock Each speciallity has a level Map editor Free players and subscribers, they can play together still Monsters level up the more you use them, giving them more powerful attacks max level is three, for free players. Subscriber features: Additional levels Extra monsters Extra abilities Extra speciallities Special item system Max level for monsters is five. Micro transactions: Everything is possible to be bought before you've levelled up far enough to get it. Packs, including three entirely new classes and everything that comes with them. All of it will be entirely pixelled of-course. It would be top down. I'll do a mockup one of these days. To me it sounds like fun, and it would be a fun project to pixel/program also a massive learning experience. |
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IQbrew
Commander ![]() ![]() Joined: 02 May 2009 Online Status: Offline Posts: 157 |
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Honestly, that tells me nothing. Sorry. I don't even know if it's turn based, topdown, sideview, etc.
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theguy
Commander ![]() ![]() Joined: 03 November 2023 Online Status: Offline Posts: 417 |
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Top down, not turn based as that's just boring. What I want is chaos on the screen, sh*t happening, it's hard to keep track, essentially, mindless gameplay with RPG elements, Top down, iso metric. RTS view point.
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Robinhood
Commander ![]() ![]() Joined: 18 May 2009 Online Status: Offline Posts: 245 |
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Reminds me of Starcraft.
You planning RTS, or like one of those button mashing-kill streak games? oh and yuh |
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theguy
Commander ![]() ![]() Joined: 03 November 2023 Online Status: Offline Posts: 417 |
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Well it's like a mix, two attacks per monster, heavy but slow and light but fast. You can switch between the two. Not sure how you engage in combat, but I think just point and clicking is best, but I'm thinking maybe some kind of spell sequence to summon the monster. Like draw accross a grey outline to reprisent hand movement. Same for abilities. The bigger the monster the harder the sequence.
EDIT: I made this to show the basic idea of scale of chaos/style of the game/health bar test. ![]() Edited by theguy - 21 April 2010 at 10:12am |
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Benevolent
Seaman ![]() ![]() Joined: 10 September 2021 Online Status: Offline Posts: 26 |
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I think you should set the health bar just high enough above there head to where it will stay still and the monster moving abilities (going up and down such as your worm/glob monster) don't hit it instead of having it move with the monster (but still moving left/right with it to where it goes). Think about it, if you want to see a certain monsters health but it keeps moving (and not to mention all the other ones all around it moving) makes it almost impossible to watch just one and not confuse it with another. Unless you want to keep it like that and create the chaotic scene you want.
EDIT: This reminds me of the game Epic War 3: War of Heroes. I liked that game sounds like something I'd play. Not sure if this was the type of game play style you were thinking about......here is a link to the game to see what I mean. Hope its close to something you were thinking about. http://www.englishbanana.com/play-epic-war-3-war-of-heroes.htm Edited by Benevolent - 25 April 2010 at 1:49pm |
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