Builder Bob
Live free or don't
- Reaction score
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Colosseum -- wip
name pending
name pending
Short Description:
Colosseum is an Arena fighting game where you fight other players in 1 vs 1 matches. Every player have control of a small group of units that is customized by the players.
Design Philosophy:
In Colosseum you will get control of a group of units. You can customize your group with whatever classes you want, and every unit has a set of skills available for learning. At the moment every unit starts with 2 fixed skills.
The design philosophy I've had for Colosseum is to make a game where you do not actively use your unit's attacks and special abilities. Instead, each unit have an action queue (item inventory). When a unit is ordered to attack another unit it will use the first skill (item) in the queue that is not on cooldown. If attacking a friendly unit, hostile skills will not be used, but support skills will be used instead. (There's also a system in place to make units cast hostile/support skills on the target's target when they cannot be cast directly on the target.)
New Screenshots:
-- Progress --
4 Arenas:
The Arid Desert
The Overgrown Temple
The Dark Forest
The Lost Island
The Overgrown Temple
The Dark Forest
The Lost Island
Added Races and changed all units into heroes:
Human:
Orc:
Night Elf:
Undead:
- Human Warrior
- Skills: Slash, Seismic Slam, Ground Stomp, Leap, Block - Human Archer
- Skills: Poison Sting, Power Shot, Frost Arrow, Concussion Shot, Disrupting Shot, Barrage, Dodge - Human Wizard
- Skills: Fireball, Fire Wall, Frostbolt, Implode - Human Priest
- Skills: Flash Heal, Greater Heal
Orc:
- Orc Grunt
- Skills: Frenzy, Slash, Seismic Slam, Ground Stomp - Orc BattleMage
- Skills: Frenzy, Seisimic Slam, Implode, Block - Orc Warlock
- Skills: Fire Wall, Fireball - Orc Shaman
- Skills: Rejuvenation, Frostbolt
Night Elf:
- Night Elf Sentinel
- Skills: Moon Glaive, Slash, Dodge - Night Elf Archer
- Skills: Poison Sting, Power Shot, Frost Arrow, Concussion Shot, Disrupting Shot, Barrage, Dodge - Night Elf Assassin
- Skills: Stab, Rupture, Ambush, Garrote, Disrupting Dagger, Cripping Dagger, Moon Glaive, Mind Shock, Shadow Step, Dodge - Night Elf Druid
- Skills: Rejuvenation, Healing Rain, Dodge
Undead:
- Undead Ghoul
- Skills: Hunger, Frenzy, Slash - Undead Ghost
- Skills: Stab, Ambush, Vampiric Leech, Mind Shock, Shadow Step, Dodge - Undead Wizard
- Skills: Frostbolt - Undead Priest
- Skills: Flash Heal, Greater Heal, Soulreap, Mind Shock
Modified Experience system:
You gain xp for dealing damage
You gain xp for healing lost hit points
You gain xp for healing lost hit points
Added Stats:
Movement:
Strength:
Dexterity:
Wisdom:
Health:
- + movement speed
Strength:
- + physical damage done
- - physical damage taken
- + physical healing done
- + physical healing taken
Dexterity:
- - chance to miss
- + chance to hit
- + chance to crit
- + chance to dodge (with skill)
- + chance to block (with skill)
Wisdom:
- + magical damage done
- - magical damage taken
- + magical healing done
- + magical healing taken
Health:
- + life
Miss/Hit/Crit System:
- When attacking someone with a skill, your dexterity will determine if you miss, hit or crit.
- Crit deals double damage for most skills. Other skill become twice as powerful in other ways.
- Certain AoE skills will always hit their target. These skills do a similar test when casting, with the results fail/succeed/crit instead.
On Hit Skills:
- I've added skills that are used when hit by an attack, instead of when attacking another unit.
- For the moment, the only skills that function in this way are dodge, and block
Fully Playable AI!
- All computer players added to the game will be controlled by the map AI.
- Any leavers will be replaced by an AI to continue controlling them.
- The AI has been said to own in some games on B.Net. - Can you beat it?
-- This is a work in progress, so comments about anything and everything is appreciated --