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

Hero effect time! #42

Open TheSentinel387 opened 11 years ago

TheSentinel387 commented 11 years ago

I say it's time to make us some hero effects!

Sidekick: does nothing. runs like hell until he dies. Waterborg: Resists fire tower, takes 0.5x damage from basic tower but 2x from lightning Falcon: a weak but flying hero. takes 4x damage from lightning but cannot be hit by any other towers. Inferno man: takes -1x damage from fire tower (Yes, he gets a heal), 0.5x damage from ray tower and 2x from ice tower. Is a RANGED HERO and will occasionally set hit enemies on fire. Chromefly: Is metallic, which means that it takes 0x damage from ray and poison towers, and takes -1x damage from basic tower, but takes 2x damage from flame tower and 4x damage from lightning tower (metallic overrides flying) Spynes: Ranged, does damage to anything that melees it Boss: Moves slow, but can hit flying and ground targets with 2x damage! Hero carrier: Kind of a soaker, has high HP but does no damage. When killed it will drop 4 random heroes (Excluding another carrier, tank or boss). Tank: Slow, but does MASSIVE damage in an AoE blast.

Feel free to amend!

osirissv commented 11 years ago

It sounds like Pokémon to me =D, and I love it XD. Anyway it's good idea to get some powerups while you play, or creating a way to earn them based in achievements. You know, make able some content while you are playing.

TheSentinel387 commented 11 years ago

so, kind of like if tower A kills enemy B a certain number of times, all towers become stronger against that enemy?

logan-r commented 11 years ago

Great ideas!

TheSentinel387 commented 11 years ago

Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?

[/rant]

Graeme22 commented 11 years ago
Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?
TheSentinel387 commented 11 years ago

@Graeme22 and your point made by copying my post and adding an extra is? Apologies if you just edited it, my gmail can't tell the difference.

Sent from my iPad

On 23/07/2013, at 5:10 AM, Graeme22 notifications@github.com wrote:

Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?

From: TheSentinel387 Sent: Monday, July 22, 2013 6:52 AM To: HTML5-Games/vilify Subject: Re: [vilify] Hero effect time! (#42)

Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?

[/rant]

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Graeme22 commented 11 years ago

the idea was that the “rant” would be inside of s.

TheSentinel387 commented 11 years ago

Ok no problem then

Sent from my iPad

On 23/07/2013, at 8:07 AM, Graeme22 notifications@github.com wrote:

the idea was that the “rant” would be inside of s.

From: TheSentinel387 Sent: Monday, July 22, 2013 5:46 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] Hero effect time! (#42)

@Graeme22 and your point made by copying my post and adding an extra is? Apologies if you just edited it, my gmail can't tell the difference.

Sent from my iPad

On 23/07/2013, at 5:10 AM, Graeme22 notifications@github.com wrote:

Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?

From: TheSentinel387 Sent: Monday, July 22, 2013 6:52 AM To: HTML5-Games/vilify Subject: Re: [vilify] Hero effect time! (#42)

Or maybe there can be achievements for killing a certain number of a certain type of hero (See fieldrunners 2 card system) and if you complete the achievement all towers get a damage boost vs that type of hero? (i.e kill 2000 sidekicks (We are having existing members log in, right?) and all towers have a +10% damage boost against that hero (Will the damage boost make the heroes heal more?)) If we do other modes (A mode where there is a TIMER of 24 hours (Probably will be scaled down, no-one will play it for 24 hours straight), and you have less lives but towers also cost less or maybe an extreme mode where each 'hour' comprises 10 waves)(Big IF) we could have boss versions of a unit which, when killed, either COULD add points for member rankup (We could have points for ranking up on the html5 games website instead of / as well as doing something?) or maybe add random powerups to the towers such as higher range, higher ROF, etc?

[/rant]

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osirissv commented 11 years ago

mmm getting on the powerups again, i think that if the tower get too much power the player may going afk and nothing will happen, he could win anymay. In order to prevent going afk, I support TheSentinel Idea of powerups only for bosses, that can be mighty that the normal ones. I don't know if anyone could play some custom td, or protect something game (i don't know if it's a different genere) like dota, hero siege, etc. every wave is stronger than the previous one, and resist it depends on the player ability to use the tower and powerups. But as always, AI could make something that couldn't be completely anticipated. Like a random action which the player could pass with some effort.

PD: Sorry, I don't know if anyone could understand this, I'm forgetting english because I'm out of practice a long time ago, until today :P

TheSentinel387 commented 11 years ago

yeah, I was thinking of that too because in some games I just left at level 5 and got to 150 30 minutes later at full health. I think it should be something like a difficulty scale, such as: Easy (First 8 waves): 10 health (Sidekick) Medium (Next 8): 20 health (Sidekick) Hard (Next 8): 30 health (Sidekick) or just have 1 hp per level, starting at a 'base'

On 24 July 2013 03:22, Osiris notifications@github.com wrote:

mmm getting on the powerups again, i think that if the tower get too much power the player may going afk and nothing will happen, he could win anymay. In order to prevent going afk, I support TheSentinel Idea of powerups only for bosses, that can be mighty that the normal ones. I don't know if anyone could play some custom td, or protect something game (i don't know if it's a different genere) like dota, hero siege, etc. every wave its stronger than the previous one, and resist it depends on the player ability to use the tower and powerups. But as always, AI could make something that couldn't be completely anticipated. Like a random action which the player could pass with some effort.

PD: Sorry, I don't know if anyone could understand this, I'm forgetting english because I'm out of practice a long time ago, until today :P

— Reply to this email directly or view it on GitHubhttps://github.com/HTML5-Games/vilify/issues/42#issuecomment-21439033 .

++aLL Is DuSt++

Graeme22 commented 11 years ago

we could increase the level of the hero, or we could just make more of them. From: TheSentinel387 Sent: Tuesday, July 23, 2013 4:44 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] Hero effect time! (#42)

yeah, I was thinking of that too because in some games I just left at level 5 and got to 150 30 minutes later at full health. I think it should be something like a difficulty scale, such as: Easy (First 8 waves): 10 health (Sidekick) Medium (Next 8): 20 health (Sidekick) Hard (Next 8): 30 health (Sidekick) or just have 1 hp per level, starting at a 'base'

On 24 July 2013 03:22, Osiris notifications@github.com wrote:

mmm getting on the powerups again, i think that if the tower get too much power the player may going afk and nothing will happen, he could win anymay. In order to prevent going afk, I support TheSentinel Idea of powerups only for bosses, that can be mighty that the normal ones. I don't know if anyone could play some custom td, or protect something game (i don't know if it's a different genere) like dota, hero siege, etc. every wave its stronger than the previous one, and resist it depends on the player ability to use the tower and powerups. But as always, AI could make something that couldn't be completely anticipated. Like a random action which the player could pass with some effort.

PD: Sorry, I don't know if anyone could understand this, I'm forgetting english because I'm out of practice a long time ago, until today :P

— Reply to this email directly or view it on GitHubhttps://github.com/HTML5-Games/vilify/issues/42#issuecomment-21439033 .

++aLL Is DuSt++ — Reply to this email directly or view it on GitHub.

TheSentinel387 commented 11 years ago

Ok, here are the 'types'; Fire- Gets -1x from fire tower, 0.5x from ray and basic towers, and 2x slow/damage from ice and dust towers (Maybe loses fire aspect, turns into regular sidekick?) (Ice is a non-damage tower (I think)) Flying- Cannot be hit by any tower other than lightning (4x) but can be hit by potions and/or other flying monsters. Other affects override them (i.e chromefly will have both the flying AND metallic attributes (Can be hit by all towers but still has the metallic's weaknesses and the 4x damage) (balancing?) Metallic- Can reflect ray tower shots (0x and sends the shot somewhere else (too difficult to code?)but can still damage other monster/heroes. If there is nothing in the line of fire, it just goes offscreen. (i.e the ray tower shot reflects off [hero] and hits a [monster/hero], doing regular damage), takes 0x from poison and dust, but takes 2x from fire. Water- Takes 0x to fire, gets a 0.5x slow from dust tower (and can turn hero into a regular sidekick) and 2x from lightning. More to come! (I need to update the original post)

TheSentinel387 commented 10 years ago

@silverwolf How 'bout to avoid AFK-ness, you have to click on a 'start wave' or similar button?

osirissv commented 10 years ago

I think that a little counter will do the trick. So, when you click anywhere on the screen, the counter will be restarted. If there are 2 minutes, or like, without resetting the afk state will be set to the player