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concept:fortressbattles [2015/03/16 16:05]
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-====== Fortress Battles ====== 
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-===== Blackboard ===== 
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-The play can roam the world and capture outposts. 
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-Outpost can be reinforced 
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-A Fortress protects the outpost. It stores gathered resources and maybe expensive production facilities. 
-A fortress contains a Spawn Crystal, that can spawn minions to protect the fortress. (todo: rename spawn crystal to something more ingame) 
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-Spawn crystal has an amount of energy, which is consumed by spawning minions and other tasks it performs.  
-The crystal also supports the creatures existing on the battlefield. 
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-The attacker also brings a spawn crystal, which performs the same functionality. When one of the crystal runs out of energy, the battle is over.  
-This will not happen in the common way 'YOU LOST'. The run-out crystal will simply stop spawning and providing energy to the combatants,  
-causing them to loose power (and die in case of minions). This way the battle is lost in a more gameplay-featured way.  
-It also allows for features like retreating. 
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-The Players fighting in the battle will also drain from the energy of the crystal. This way it might be possible to fight wars with different player setup: 
-  * Battle of 2 players capturing an empty fortress. The fortress' crystal will spawn more minions then the attacking crystal, which should cause a balance in the battle 
-  * When in 1v1 or 2v2, minion count will be equal, but 1v1 will have more than 2v2 
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-This system implies that Players can't cast spells from their own energy. The Fortress Battle has to be a **closed system**: 
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-All possible skills must be **predictable** at the start of the battle.  
-This points to a combat system where the environment is used for spellcasting. Players could carry those energy crystals to draw power from,  
-but entering a fortress battle should somehow disable all damage or power increasing effects there might be in a game. 
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-The Combat moves learned by the Players or self-created moves, are considered predictable. It is part of the gameplay to know what moves exist, 
-much like knowing what openings exist in RTS. 
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-==== Building ==== 
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-It should be possible to use the TileEngine in some way to build your outposts. An easy feature that implements this would be cave creation: 
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-Create a room somewhere (preferably in the outpost centre, the fortress should have a room (circular) with a crystal in the center at the ceiling.  
-This crystal 'visualizes' the fortress, like a hologram. Players can move around in it and place virtual tile pieces,  
-making build tasks while doing so. 
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-It might be possible to morph the dungeon tiles when building. Create a mesh that has the nb of vertices of the target mesh (ev. tesselate).  
-Then map every target vertex to the closest source vertex. Tween these vertices between start and end vertex.  
-Textures can be blended using source and target texcoords, normals can be tweened. \\ 
-A solution must still be found for source vertices not having a target vertex. Maybe map these to the closest target, and map that one. 
-Otherwise, some kind of weighing function can be used to map the vertices. 
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