CYBER_Aeon
New Member
- Reaction score
- 11
I'm decided to resurrect an old project of mine, and to finish it up. The concept was simple: One player takes the role of the Dungeon Master, and the rest of the players are Heroes. The Dungeon Master has to defend his dungeon heart for one hour. The Heroes have one hour to crush the dungeon heart. Pretty straightforward.
But here's where it gets more interesting. From the DM's perspective, the game is a normal top-down RTS. The catch is, the enemies are significantly stronger than you - Since they're all powerful heroes. The DM's units are cheap and plentiful, and you can see the entire dungeon - no fog of war for you.
The Heroes have to contend with Fog of War in the dungeon, and never quite knowing what they'll run into. Hordes of enemies will be around every corner. Most will fall easily under your attacks, but each enemy has a specialty - watch out for clever traps. Spellcasters must beware, for several dungeon creatures have feedback abilities, etc. Hidden traps are a bane for melee heroes.
The map is already mostly done. It's littered with features, but it's not overloaded or overwhelming like most maps of it's kind. Being the DM has a bit of learning curve to get real good at it, but it's still a ton of fun. The game automatically scales to balance, also. Heroes start with 1000 gold split amongst them, so the more Heroes, the less gold per player. The DM gets an additional 100 gold per Hero at start, and it also increases his base gold income. (Gold for the DM is earned automatically every 30 seconds) - In addition, all of the creatures and structures in the dungeon increase their health and damage for each Hero.
A full party could mean normally weak zombies turn into hordes of terror, so it's important for Heroes to work together. But if the Heroes work together and select a good class combination, they can be quite a force themselves. Warriors are lethal as it is, and when backed by a Cleric he can be almost unstoppable. Throw a Sorcerer into the mix for powerful AOE attacks, and you've quite a match on your hands.
5 Dungeon Masters and 23 Heroes give the game quite a few options on how to be played. Each Dungeon Master has a few unique structures, abilities and creatures. Every Hero has 4 powerful skills.
I plan on releasing a test map so for the public (since I can't host from my computer for some reason) but I want to finish up a few more things first. I have the Heroes all picked out, but i'm missing a few abilities here and there, and I could use some ideas.
Here's the incomplete Heroes, along with the current skill list setup for them.
Skills in ( ) are normal skills. Skills in { } are ultimate skills. Normal skills have 5 levels. Ultimate skills have 2 levels.
Monk
(Skilled Evasion) Adds a chance to dodge strikes. Gets quite powerful. (15%/20%/25%/30%/35%)
(Stunning Blow) Adds a chance to stun an opponent when struck. Also powerful.
(Counterattack) Reflects a % of damage back at enemies.
{?} ?
Arcane Archer
(?) ?
(?) ?
(Summon Scout) Channel. Creates a 'locust' scout owl to fly to the target point. Lasts 15 seconds. Detects traps.
{?} ?
Shield Bearer
Has no cast animation, so mostly passive abilities and attack-related abilities.
(Defend) Normal Defend ability, but considerably more powerful. High chance to deflect arrows back.
(?) ?
(?) ?
{Mana Shield} Powerful mana shield to protect the Shield Bearer.
Spellweaver
Focus is on support by manipulating spells. Has a natural Brilliance Aura.
(Replenish Mana) Transfers mana to friendly units. Autocast.
(?) ? [Some sort of attack]
(Siphon Mana) Drains 20/30/40 mana per second, for 10 seconds. 15 second cooldown.
{Magic Defense} Immune to magic while active, but reduces move speed by 30%.
Goblin Tinker
(Construct) Spellbook. Contains various things the Tinker can build.
- [Clockwork Goblin] Creates a permanent small goblin robot. Cheap, moderate cooldown.
- [Automatic Turret] Builds a sentry gun emplacement. Lasts 90 seconds.
- [Clockwork Golem] Creates a powerful Clockwork Golem. Lasts 90 seconds. 5 second delay.
(?) ?
(?) ?
{?} ?
But here's where it gets more interesting. From the DM's perspective, the game is a normal top-down RTS. The catch is, the enemies are significantly stronger than you - Since they're all powerful heroes. The DM's units are cheap and plentiful, and you can see the entire dungeon - no fog of war for you.
The Heroes have to contend with Fog of War in the dungeon, and never quite knowing what they'll run into. Hordes of enemies will be around every corner. Most will fall easily under your attacks, but each enemy has a specialty - watch out for clever traps. Spellcasters must beware, for several dungeon creatures have feedback abilities, etc. Hidden traps are a bane for melee heroes.
The map is already mostly done. It's littered with features, but it's not overloaded or overwhelming like most maps of it's kind. Being the DM has a bit of learning curve to get real good at it, but it's still a ton of fun. The game automatically scales to balance, also. Heroes start with 1000 gold split amongst them, so the more Heroes, the less gold per player. The DM gets an additional 100 gold per Hero at start, and it also increases his base gold income. (Gold for the DM is earned automatically every 30 seconds) - In addition, all of the creatures and structures in the dungeon increase their health and damage for each Hero.
A full party could mean normally weak zombies turn into hordes of terror, so it's important for Heroes to work together. But if the Heroes work together and select a good class combination, they can be quite a force themselves. Warriors are lethal as it is, and when backed by a Cleric he can be almost unstoppable. Throw a Sorcerer into the mix for powerful AOE attacks, and you've quite a match on your hands.
5 Dungeon Masters and 23 Heroes give the game quite a few options on how to be played. Each Dungeon Master has a few unique structures, abilities and creatures. Every Hero has 4 powerful skills.
I plan on releasing a test map so for the public (since I can't host from my computer for some reason) but I want to finish up a few more things first. I have the Heroes all picked out, but i'm missing a few abilities here and there, and I could use some ideas.
Here's the incomplete Heroes, along with the current skill list setup for them.
Skills in ( ) are normal skills. Skills in { } are ultimate skills. Normal skills have 5 levels. Ultimate skills have 2 levels.
Monk
(Skilled Evasion) Adds a chance to dodge strikes. Gets quite powerful. (15%/20%/25%/30%/35%)
(Stunning Blow) Adds a chance to stun an opponent when struck. Also powerful.
(Counterattack) Reflects a % of damage back at enemies.
{?} ?
Arcane Archer
(?) ?
(?) ?
(Summon Scout) Channel. Creates a 'locust' scout owl to fly to the target point. Lasts 15 seconds. Detects traps.
{?} ?
Shield Bearer
Has no cast animation, so mostly passive abilities and attack-related abilities.
(Defend) Normal Defend ability, but considerably more powerful. High chance to deflect arrows back.
(?) ?
(?) ?
{Mana Shield} Powerful mana shield to protect the Shield Bearer.
Spellweaver
Focus is on support by manipulating spells. Has a natural Brilliance Aura.
(Replenish Mana) Transfers mana to friendly units. Autocast.
(?) ? [Some sort of attack]
(Siphon Mana) Drains 20/30/40 mana per second, for 10 seconds. 15 second cooldown.
{Magic Defense} Immune to magic while active, but reduces move speed by 30%.
Goblin Tinker
(Construct) Spellbook. Contains various things the Tinker can build.
- [Clockwork Goblin] Creates a permanent small goblin robot. Cheap, moderate cooldown.
- [Automatic Turret] Builds a sentry gun emplacement. Lasts 90 seconds.
- [Clockwork Golem] Creates a powerful Clockwork Golem. Lasts 90 seconds. 5 second delay.
(?) ?
(?) ?
{?} ?