HG-Bonfire
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Assassination
Description: Assassination is a rather simple game with a simple goal and a complicated setup to achieve that goal. The basic plan of the game is as follows: A large castle sits in the middle of a forest. In the center of this castle sits a King. The king is protected by legions of soldiers and guards, along with 4 user controlled Advisors. In the forest outside of the castle, there are 6 User controlled Assassins. The assassin's job is to infiltrate the castle, get to the king, and kill him. The advisor's job is to find and kill all of the assassins.
To keep gameplay complex and interesting, the inner workings of the castle include a thriving city, with peasants and guards and various informants. The informants include such shady characters as the Dark Hand Collective, Earl the Gravekeeper, and other colorful characters. For money or other favors, the respective informants will agree to create various forms of chaos in the city, including but not limited to an attempted coup, a zombie uprising, a violent riot, and other similar setups.
The game is very Event driven, meaning that the game progresses based on a setup storyline for the players playing rather than solely on player to player interactions. The king has a certain level of trust for each of his advisors, which raises or lowers based on their actions. Kill an innocent peasant? The king will not trust you as much. Get too low and you will be pulled out of the game. Get higher up and the king will be more inclined to listen to and obey your requests.
The gameplay takes place over the course of one night, and possibly the morning after if the players have talked to the right people. This probably doesn't mean much, but I felt it was a cool feature to mention.
The biggest problem I've had so far with this project is motivation. It's a very ambitious project, that's pretty clear, and its a huge amount of work for one person to undertake. I started working on this about 5-6 months ago and have steadily lost more and more interest in the project as I progressed. That's why I'm putting this up. A good team of map builders will get a lot farther than just me alone.
Here's the progress so far.
Heroes: 10-15%
I'm shooting for 8 Advisor classes and 12 Assassin classes. So far, I've got about 2 advisors and 2 assassins almost finished, and haven't even begun to work on the others.
Terrain: 85-90%
The castle is entirely finished, and just over half of the outlying forest is finished as well. The forest doesn't take long to set up, so this one's mostly finished.
Triggering: 5-15%
Just about all the info I gave up at the description there? Completely conceptual. I've got a trigger that opens doors when an ally of the city comes within range and a trigger that makes it so when a peasant sees an assassin, they go off and get a guard. That's about it.
Balancing: 0%
I haven't begun to playtest this in any serious format at all yet.
Here's a few screenshots of the city...
King's Throne and courtroom
Assassin's Base Camp
Overview of the city
The Rich sector (Paved roads, large houses, really tricky spot to get by for assassins, becuase of a lot of peasants and guards patrolling about.)
City gates
The Poor sector (Completely abandoned, looks like something out of a horror game. Zombies here are Beggars.)
If anybody wants to help me out with ANY part of this map, I would really appreciate a good team for this. It's a good map, I can say that much, and it would really suck if it was left unfinished because I didn't have the energy to work on it anymore.
I'm looking specifically for somebody with skills in terrain, somebody that can code JASS, and anybody who feels like putting a hero or two together as long as they run the heroes abilities by me before doing so.
Here's the map for all who want to see. It's still very primitive, and not ready to be played, but you can look around if you like.