FreezingMoon / AncientBeast

The Turn Based Strategy Game/eSport. Master your beasts! 🐺
https://AncientBeast.com
GNU Affero General Public License v3.0
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Vehemoth's basic ability #1741

Closed DreadKnight closed 3 years ago

DreadKnight commented 4 years ago

Issuehunt badges

Part of meta issue #575

Flat Frons - costs 25 energy pts. Smashes a nearby foe with its big head. Shatters frozen target below 40 health. 20 crush + 10 frost damage each attack. Upgrade: Can charge to knockback foe.

Attacking a unit that's 39hp or less will kill it, basically doing pure damage to it, so that stats/masteries and other resistances won't be taken into account.

When this is upgraded, the ability will be targetable inline from distance equal to current movement points, which will be spent in the process and will also knock back the target up to the same amount, if possible.

If the target unit can be knocked back, the effect will occur before the unit dies.


IssueHunt Summary #### [chengyuuu chengyuuu](https://issuehunt.io/u/chengyuuu) has been rewarded. ### Backers (Total: $2.00) - [dreadknight dreadknight](https://issuehunt.io/u/dreadknight) ($2.00) ### Submitted pull Requests - [#1794 Implement Vehemoth basic ability](https://issuehunt.io/r/FreezingMoon/AncientBeast/pull/1794) --- ### Tips - Checkout the [Issuehunt explorer](https://issuehunt.io/r/FreezingMoon/AncientBeast/) to discover more funded issues. - Need some help from other developers? [Add your repositories](https://issuehunt.io/r/new) on IssueHunt to raise funds.
issuehunt-oss[bot] commented 4 years ago

@dreadknight has funded $2.00 to this issue.


ChengYuuu commented 3 years ago

Hi. Would like to try taking this issue up. Just a clarify a few things.

  1. When non-upgraded, vehemoth will only be able to attack unit directly in front or behind it.
  2. When upgraded, vehemoth will be able to attack unit (current movement points) in front or behind it.
  3. When upgraded, vehemoth will move up to directly in front of the target then knock it back by the same amount?
DreadKnight commented 3 years ago

@ChengYuuu Heya!

  1. All normal melee attacks work adjacent diagonally as well, check how any other already coded unit behaves. Note that medium and large units have some "dead zones" to the sides, as the attack comes from the front hexagon (or back, if turning around).
  2. Indeed, because a range is not specified, so movement points will be used. It should work inline only, in order to avoid weird physics, simplify things and make the knockback easier to control, showing paths and viable targets when the attack is selected. If the attack is selected, you would still be able to hit nearby adjacent targets, if the places are empty, should be indicated with dashed hexagons, which will also be shown behind inline viable targets depending on how much movement points it has. This game project is heavily inspired by HoMM3, but that one had attack and movement combined into a single action and you had a little sword cursor on picking the attack direction, which is tedious nowadays and not touch-screen friendly at all.
  3. Vehemoth could be running to a target's back as well, but yes, knockback will scale based on how much he moved to attack.
issuehunt-oss[bot] commented 3 years ago

@dreadknight has rewarded $1.80 to @chengyuuu. See it on IssueHunt

DreadKnight commented 3 years ago

I realized there's a problem with this, but relies on the primary ability to be implemented first (synergy). I've opened up issue #1812