Closed logan-r closed 10 years ago
what happened to the old map with the path???
From: Logan Sent: Monday, November 04, 2013 3:08 PM To: HTML5-Games/vilify Subject: [vilify] New game rules (#48)
Here is an idea for a new set of game rule:
Objective: Don't let the Super Heroes get to your doomsday device or they will destroy it! (and you lose)
Interface:
Items: You start the game with a certain amount of items and you can get move by killing heroes. Unused items are stored in the sidebar on the right of the screen. They can be used to build towers, monsters and potion and to upgrade towers and monsters. The items come in three types:
a.. Tech (tends to create thing that aren't to good at anything but aren't bad either) b.. Chemical (tends to create things that have powerful effect, yet are very slow) c.. Alien (tends to create things that have interesting and useful effect, yet are unpredictable) Towers: Damage: Least (as compared to monsters and potions) Life: Most (as compared to monsters and potions). Lasts forever unless you choose to remove it. Towers are built on the roof of the lab. They shoot bullets, rays, freeze rays, etc. at heroes that pass within their attack range. Example: Ray Tower (shoots out rays to damage heroes) See list of tower
Monsters: Damage: Medium (as compared to towers and potions) Life: Medium (as compared to towers and potions) Monsters walk on (or fly above) the ground, When a hero gets within range of it they start fighting. Each deals damage though some sort of combat system (TODO), until one of them is dead. Monster are usually much stronger than heroes of the same level of game play. Example: Zombie (a high life, low speed monster)
Potions: Damage: High (as compared to towers and monsters) Life: Low (as compared to towers and monsters). Can only be used once. Potions are loaded into a cannon and the player can fire them at monsters. Example #1: Poison Potion (any super hero(es) on the targeted square will be poisoned (take a small amount of damage for the rest of the game, or until they die))
Building/upgrading: If the player drags an item to an empty tower slot, a tower is built there. If the player drags the item to a existing tower, the tower is upgraded. If the player drag an item to the graveyard, a monster is built. If the player drags the item to a monster, it is upgraded. If the player drags an item to the cannon a potion is built. See #47
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It wouldn't be used anymore in this version.
why not? it was WAY better
From: Logan Sent: Monday, November 04, 2013 3:57 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
It wouldn't be used anymore in this version.
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Can you give me some reasons why you like the grid system better? Personally, I think that this way opens up much more possibilities for combat/movement/strategy etc. With the grid system all movement and combat was limited to 1 dimension with this system there is 2 dimensions.
first of all, it looks much better. Im sure we could get a better looking interface for the new one as well, but its worth mentioning and the first thing that comes to mind. also, it seems to be a very important part of tower defense, but maybe that’s just me. can you explain the purpose of the new map and how it works?
From: Logan Sent: Monday, November 04, 2013 4:17 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
Can you give me some reasons why you like the grid system better? Personally, I think that this way opens up much more possibilities for combat/movement/strategy etc. With the grid system all movement and combat was limited to 1 dimension with this system there is 2 dimensions.
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It doesn't exactly look like a mainstream TD anymore, does it? Which is why I agree with Logan. @graeme: Des it look better to you because it's what you'd expect to see from a 'regular' TD? Strictly speaking, is qualifies as a tower defense. @Logan how about the mad scientist stands n top of the cannon, and (not as macabre as it sounds) you can 'upgrade' him to have an attack, better chance of finding items, extending his attack range etc.?
Sent from my iPad
On 05/11/2013, at 7:23 AM, Graeme22 notifications@github.com wrote:
first of all, it looks much better. Im sure we could get a better looking interface for the new one as well, but its worth mentioning and the first thing that comes to mind. also, it seems to be a very important part of tower defense, but maybe that’s just me. can you explain the purpose of the new map and how it works?
From: Logan Sent: Monday, November 04, 2013 4:17 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
Can you give me some reasons why you like the grid system better? Personally, I think that this way opens up much more possibilities for combat/movement/strategy etc. With the grid system all movement and combat was limited to 1 dimension with this system there is 2 dimensions.
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@Graeme22 Building on @TheSentinel387 point, if you look at the average tower defense game, it is heavily based on a grid system. But we are not trying to build a average tower defense. The new system kind of combines a tower defense style game with side scroller action game.
@TheSentinel387 Interesting idea... How about he stands behind the cannon and fires it? I'm not sure how upgrades for him would work.
I agree with @Logan but I'd like it much longer, maybe with side scrolling. BTW, it's much easier to draw/implement.
Maybe we could do something like: users use potions on cannon, they give cannon temporary boosts (often called buffs). For example, poison gives cannon poison bullets.
For mad scientist's position, I think it makes more sense that he is in the cannon operating the cannon.
Maybe we could give cannon an ability to fire so that we do not give free stuffs at the beginning.
@sru That's a really good idea! We could start off by having it be weak and then if you spent an item on it, it would be a lot more powerful for a short amount of time.
im fine with the other version, I guess. it definitely will be easier.
From: Logan Sent: Monday, November 04, 2013 5:09 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
@sru That's a really good idea! We could start off by having it be weak and then if you spent an item on it, it would be a lot more powerful for a short amount of time.
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Wow this new version is awesone logan. And original since most tower games have a flat grid interface. Awesome stuff guys keep it going. I know more html and js to do websites rather than games so cant hekp much but will learn soon enough to contribute :)
Has anyone thought about flying monsters and traps in the ground
Flying monsters: Yes. Traps: We have monsters, so currently no
On 5 November 2013 16:02, M-Hc0d3 notifications@github.com wrote:
Has anyone thought about flying monsters and traps in the ground
— Reply to this email directly or view it on GitHubhttps://github.com/HTML5-Games/vilify/issues/48#issuecomment-27753357 .
++aLL Is DuSt++
interesting idea, though (traps)
From: TheSentinel387 Sent: Tuesday, November 05, 2013 1:19 AM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
Flying monsters: Yes. Traps: We have monsters, so currently no
On 5 November 2013 16:02, M-Hc0d3 notifications@github.com wrote:
Has anyone thought about flying monsters and traps in the ground
— Reply to this email directly or view it on GitHubhttps://github.com/HTML5-Games/vilify/issues/48#issuecomment-27753357 .
++aLL Is DuSt++ — Reply to this email directly or view it on GitHub.
@Graeme22 I was thinking something along the lines of drag & drop booby traps (e.g: ditch, explosive mines, trapdoor....?) for when the heroes start pushing closer towards the device as a lil something to allow you to slow them down and re-organize....
ok, that sound good... would the traps take the lives of several heroes, then disappear?
From: M-Hc0d3 Sent: Tuesday, November 05, 2013 4:57 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
@Graeme22 I was thinking something along the lines of drag & drop booby traps (e.g: ditch, explosive mines, trapdoor....?) for when the heroes start pushing closer towards the device as a lil something to allow you to slow them down and re-organize....
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@Graeme22 i guess so...it cant last for ever. It implies the user to use a sort of strategist mindset, to think ahead on where the traps should go and how effectively it would slow down the heroes before it disappears.
@logan-r are the monsters something like a lab-made zombie/other monster created accidentally by the mad scientists a couple years ago and has been taming and recreating them in his lil lab ever since
a lab-made monster but I don't know much about backstory. Here's one kinda based off the one we had originally kinda made up
You are a mad scientist and you have nearly completed a doomsday device but your stereotypical idiot assistant causes something which sets your plans back so you fire him so he arranges a press conference in which he reveals your plans to the world and implores the superheroes to stop you (He is also kinda a coward). The game occurs as the Superheroes are attacking your base.
We could make this intro into a quick 'comic' which opens every time you start the first level / the game
@M-Hc they [traps] would probably one-use but have varying abilities, such as one maybe instakilling the first hero which walks over it, or maybe one which explodes (AoE) or releases poison gas which lingers for [time] and 'may' be upgraded to increase duration/damage/range? I dunno P.S Would there be floating traps as well?
On 7 November 2013 15:42, Joseph Kuek 1021817@student.ccgs.wa.edu.auwrote:
a lab-made monster but I don't know much about backstory. Here's one kinda based off the one we had originally kinda made up
You are a mad scientist and you have nearly completed a doomsday device but your stereotypical idiot assistant causes something which sets your plans back so you fire him so he arranges a press conference in which he reveals your plans to the world and implores the superheroes to stop you (He is also kinda a coward). The game occurs as the Superheroes are attacking your base.
We could make this intro into a quick 'comic' which opens every time you start the first level / the game
++aLL Is DuSt++
I have an idea of an ability for the mad scientist. With a very long cooldown because it's very powerful
Stein Legacy: (Obviously reference to Frankstein =P) Revive a chosen enemy hero to fight for your side for a lited time or when it dies. Requirements: Nuclear Tower, Lighting Tower(? I don't know if a tower like this exist at this moment) PS: by the way, sorry for my english :)
@TheSentinel387 The comic strip could be played at the very beginning of the game. Then after every level is completed. We will need designers skilled at drawing heroes and cartoon strip stuff.
Also I'm not sure about floating traps but there could be a trap type of tower where a hero walks under it and the trap/tower throws down a shower of spikes then disappears or takes a minute to become reusable.
So what do people think about the traps idea
sounds good
From: M-Hc0d3 Sent: Thursday, November 07, 2013 1:59 PM To: HTML5-Games/vilify Cc: Graeme22 Subject: Re: [vilify] New game rules (#48)
So what do people think about the traps idea
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Here is an idea for a new set of game rule:
Objective: Don't let the Super Heroes get to your doomsday device or they will destroy it! (and you lose)
Interface:![plan](https://f.cloud.github.com/assets/3229837/1468746/0b5cb3cc-4598-11e3-9602-78014bb6aaea.png)
Items: You start the game with a certain amount of items and you can get move by killing heroes. Unused items are stored in the sidebar on the right of the screen. They can be used to build towers, monsters and potion and to upgrade towers and monsters. The items come in three types:
Towers: Damage: Least (as compared to monsters and potions) Life: Most (as compared to monsters and potions). Lasts forever unless you choose to remove it. Towers are built on the roof of the lab. They shoot bullets, rays, freeze rays, etc. at heroes that pass within their attack range. Example: Ray Tower (shoots out rays to damage heroes) See list of tower
Monsters: Damage: Medium (as compared to towers and potions) Life: Medium (as compared to towers and potions) Monsters walk on (or fly above) the ground, When a hero gets within range of it they start fighting. Each deals damage though some sort of combat system (TODO), until one of them is dead. Monster are usually much stronger than heroes of the same level of game play. Example: Zombie (a high life, low speed monster)
Potions: Damage: High (as compared to towers and monsters) Life: Low (as compared to towers and monsters). Can only be used once. Potions are loaded into a cannon and the player can fire them at monsters. Example #1: Poison Potion (any super hero(es) on the targeted square will be poisoned (take a small amount of damage for the rest of the game, or until they die))
Building/upgrading: If the player drags an item to an empty tower slot, a tower is built there. If the player drags the item to a existing tower, the tower is upgraded. If the player drag an item to the graveyard, a monster is built. If the player drags the item to a monster, it is upgraded. If the player drags an item to the cannon a potion is built. See #47