concept:fortressbattles
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| concept:fortressbattles [2011/06/09 16:23] – [Blackboard] mhgamework | concept:fortressbattles [2015/03/16 16:05] (current) – removed mhgamework | ||
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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' | ||
| - | * 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 ' | ||
| - | 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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concept/fortressbattles.1307636593.txt.gz · Last modified: 2024/08/26 13:57 (external edit)
