siggame / MegaMinerAI-Game-Ideas

Game Ideas for each semester's MegaMinerAI
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Necro War #59

Closed TwinNumberOne closed 4 years ago

TwinNumberOne commented 5 years ago

TLDR

Story

In this game, you are a master necromancer setting out to prepare your undead hordes to rule the land. You find a nice large empty cave to set up shop and just when you get settled in you notice another necromancer has set up just across the field! So you decide to go over and discuss the problem like a rational adult, I'm kidding, you start summing up all known and unknown horrors to go and destroy your opponent, but you will need to materials to make your horrors out of, mana to power them and gold to hire monsters... time to get to work.

The Game

Victory The destruction of your enemy or 1000 turns where the user with the most monetary value wins This is calculated based on what the necromancer has stored at the end, and what state the troops they have left are in, with the troops remaining hp being multiplied by their total value (with gold, materials, and mana being worth 1 of these victory points)

Map: a 120x120 map (to make room for the dungeons) with a 20x20 dungeon in the middle of the left and right side, and a map separator down the middle that is the wave portal. The dungeon will then have a 5x1 entrance with the rest of the area being lined with an indestructible wall. The back of the dungeon will have a mineral mine, a gold mine, and a mana pool that generates a certain amount of mana every turn (units can be pushed into this to convert their hp to mana) with all new units spawning out of a dark hole in the back. The area between the dungeons will have a forest that can be harvested for all 3 resources but will have to be carried back to the dungeon when harvested. The dungeon will then also have movable gold and materials piles that store their respective resource with each pool having a cap of 100 units.

movement

Resource collection

unites (materials/mana/gold) (in a range form 0-8, zero being none)

Name Cost Health Move Speed attack special
Skeleton 1/1/0 low High Physical SR
Archer 4/1/1 Low Low Physical ranged R
Demon 8/8/0 Medium High Physical AOE RA
Slime 5/2/5 High Medium Slime CW
Skull 1/8/3 Mana High Magic M
Necromancer nope High None Magic/Physical M

S - can build and harvest materials C - carry and protect other units from physical attacks, as well as materials R - resistant to magic W - weak to magic M - can use mana to attack or for other effects A - small AOE area (like 3 squares in front of it)

Skeletons

Archer

Demon

Slime

Skull

Necromancer

Buildables

Combat Slime ignores physical attacks (demon skeleton archer) but is weak to magic. Skull is weak to physical attacks. The Demon is disabled by the slime.

Remarks If you had to do anything to make it simpler if you could cut out the demon or the archer units. you could also make the dungeon layouts fixed and make the person upgrade the different spots with traps or arrowslits and the like, and or just make it so that the dungeon is fixed and they can put down traps. Oh also while it was never explicitly stated I will say that the enemy can harvest the trees on the other player's field, they will just have to send the unites through during a wave to do it, and then have them run back through after they have harvested. Also, the idea with the resource piles is that the play can better defend their resources against enemy looting or use them to set up traps for the enemy.

JeffreyStrahm commented 5 years ago

AKA dungeon keeper

JeffreyStrahm commented 5 years ago

Also, I assume arrow slits and trap doors are indestructible