Open nmay231 opened 5 years ago
@calebmrose00 @JosiahRose I have two questions about the Ruin
ability.
Do you want the ability's range to be circular or square? I noticed that you Josiah implemented it like a square (maybe on accident), and that might be interesting. If it needs to be a circle, just use self.distance(other_player) <= 5
(or whatever the range is) in the conditional.
Should we remove marks from every player even if they are out of range of the attack? If you do lose them, it adds more strategy, e.g. "should I use Ruin and lose a lot of marks on other players to gain a kill." If we do decide to remove all marks, I do not think we should refund them in any way.
BTW, I will add a module constants.py
that will define return value constants like NOT_ENOUGH_MANA
and OUT_OF_RANGE
.
@JoCaNo-Productions/game-design Peoples, What's the regen of Ruin? Also, is the range of Ruin 4 or 5?
None
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On Sun, Jul 29, 2018 at 3:51 PM, Noah notifications@github.com wrote:
Peoples, What's the regen of Ruin?
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@calebmrose00 Please clarify. None what? And for which question?
Also, is Dark at Knight actually invisible to real-life players after his ultimate? I don't remember what I was thinking last time when I was saying we should not do that, but now I think there is not any problem. EDIT: What's the cooldown of his ultimate?
sorry, for not responding, but range is 5, cool down is none, we can add the "invisible to real-life players" later if it is needed. and no there is not a cool down for the ult. it takes max mana so it is not needed.
This issue can be used to discuss Dark at Knight's abilities, stats, implementation, etc.
We'll close this issue once everything in
dark_at_knight.py
has been implemented. If there are any questions or rebalancing needed, we can just open a new issue like 'Dark at Knight - Marks are too OP.'