Closed warpdragon closed 6 years ago
Smells like bug bounty material, but I don't think we can get someone to cover that many things
Yeah. We're splitting it up, then putting up a bounty
Does that include the lore or am I still doing that for free?
I'd like to let you guys know I'm working on the Code already. Meaning AI/Abilities implementation
see #2065
Boss: Swiper
1. UNIT
1.1. Lua
1.2. KV
1.3. Tooltip
1.4. Model
Boss models should appear unique and different from existing Dota 2 units.
1.5. Animations
2. ABILITIES
All abilities should be telegraphed by a particle effect outlining the location, area, and general motion of the ability. Abilities require a significant "wind-up" animation to play accompanied by a targetting reticle before executing the damage, so players will learn to dodge his abilities. All art associated with his abilities should follow a similar style/color palette.
2.1. Lua
Boss Resistance: Used by all bosses.
Cliffwalking: Used by all bosses
Thrust: Long range (~600u), targeting the ground at the location of a player furthest away from the boss up to a certain range. Damages in an AOE line.
Frontswipe: Swing the sword in a 180-degree arc counter-clockwise. Short range (~200u), targetted to hit as many players as possible.
Backswipe: Occasionally (~25%) and immediately follows frontswipe swinging the sword in a 180-degree clockwise arc. Short range (~200u).
Reaper's Rush: Holds the sword to the right, perpendicular to his facing direction. Runs quickly to a far away location in the arena in the direction of the highest concentration of players. Players hit by the sword take massive damage. Enemies hit by the boss's body take moderate damage, are pushed away (~100u), and are slowed. Upon reaching his destination, swings the sword in a 360-degree arc counter-clockwise.
Deathly Apparition: Blink into advantageous position (with lots of convenient targets nearby).
2.2. KV
KV should account for abilities with 3 levels corresponding to the 3 phases. Damage should increase per level. Cooldown should decrease per level.
2.3. Tooltip
2.4. Icons
2.5. Particles
Particles should accompany the wind-up animation and be of equal length.
Thrust: A long, narrow targeting rectangle renders from the boss outward over the duration of the wind-up, indicating the precise location of impending damage. This particle should disappear after the wind-up but before the ability animation completes. Additionally, the Ability animation should emit a copy of his sword as a large, poking, sword particle.
Frontswipe: A targetting circle centered on the boss's position should begin as an expanding pie slice counter-clockwise until it reaches the total arc of the location of impending damage. This particle should disappear after the wind-up but before the ability animation completes. Additionally, the Ability animation should emit a trailing particle similar to juggernaut spin.
Backswipe: The frontswipe particle should play in reverse at the appropriate time. The particle should disappear before the ability animation completes. Additionally, the Ability animation should emit a trailing particle similar to juggernaut spin.
Rush: Two parallel targeting rectangles emit from the boss outward over the duration of the wind-up, indicating the precise location of impending damage. Once the boss begins moving a new indicator circle particle should appear at the target location indicating the total arc of the location of impending damage. The particle should dissappear before the ability animation completes.
Deathly Apparition: Simple start/end blink-style particles.
2.6. Animations
3. MODIFIERS
3.1. Lua
3.2. Tooltip
3.3. Icons
3.4. Particles
4. PHASES
4.1 Phase One
4.2. Phase Two
4.3. Phase Three