logan-r / vilify

Unleash Your Inner Mad Scientist and Destroy the World (with Ice Cream) in this Open Source HTML5 Game
http://logan-r.github.io/vilify/
GNU General Public License v3.0
32 stars 25 forks source link

Lab #18

Closed logan-r closed 11 years ago

logan-r commented 11 years ago

An idea for how the lab should work:

When you kill heroes they drop materials. Materials come in two categories: Chemicals and Electronic Pieces (possibly to be renamed?). They each have a value measuring their worth from 1 to 5 (5 being the best).

Over on the side of the screen you have a "lab", which is just 3 boxes stacked vertically. When you pick up a material (by clicking on it), it goes into the 1st open box. When all 3 boxes are filled, they combined together, creating a new Tower, Monster, or Potion for you to place on the map.

Their should be 8 Towers, 8 Monsters, and 8 Potions (we currently need 3 more Monsters and 2 more Potions). Each increasing in rank/level (so the 8th tower would be much better than the 1st tower).

This creates a 5/16 Potion, 5/16 Monster, and 6/16 Tower split.

To find the rank/level of the Tower/Potion/Monster, add the value/worth of the 3 materials and set that equal to V.

3 <= V <= 15
V += randint(1, 4)
V -= 3
1 <= V <= 16

Use the following table to find the rank/level R (if there are 2 values there is a 67% chance it will be the last value and a 33% chance that it will be the first):

V | R
========
 1| 1
 2| 2, 1
 3| 1, 2
 4| 3, 2
 5| 2, 3
 6| 4, 3
 7| 3, 4
 8| 5, 4
 9| 4, 5
10| 6, 5
11| 5, 6
12| 7, 6
13| 6, 7
14| 8, 7
15| 7, 8
16| 8
sru commented 11 years ago

@Logi0 I like the idea. It's something new. But, what about when the player starts? The player didn't kill any heroes, but he/she needs to defend him/herself.

ghost commented 11 years ago

For the sake of simplicity, should we just have everything cost coins? When you kill heroes or clear a wave, you get more coins. Then there's a store to buy towers, monsters, potions, etc.

logan-r commented 11 years ago

@williamvanr But then what makes it different than the thousands of other Tower Defense games? Also, since it removes the store, it makes up for the complexity it adds in collecting materials. But if people don't like it, I guess we could use the store...

@zento We could start the player with enough materials to make a Basic Tower.

sru commented 11 years ago

@williamvanr I really like this idea. @Logi0 I think you should have inventory separated from the lab. For example, you would have storage, where all the materials go, and when you click on it, the clicked material goes to the box on the lab when available.

TheSentinel387 commented 11 years ago

@Logi0 @williamvanr How about: There is ONE type of chemical and ONE electronic piece. You use these (one) types of chemical, electronic piece, etc. to make a base tower, monster or potion. Example: 3 Chemicals- Base potion 3 E.Ps-Tower base 2 Chem/1 E.P (By now you should have realised that E.Ps are electronic pieces and Chems are chemicals)- 50/50 monster or base potion 2 E.P/1 Chem- 67/33 base tower/monster P.S The base tower is not the 'basic' tower. To upgrade towers you click on the tower, add chemicals/e.ps and it will be upgraded. The potions work the same, but how about if there is a 'queue' of potions and a button to fire the potion?