Looking for anyone that would want to contribute. Anything as little as a single polished hero ability (something more complex than an aura or simple damage spell) would be used.
We are currently working on a map that is based on a combination TD and a Hero Siege style gameplay.
What we need
Heroes and their abilities
Unique mobs for player summons and attack waves.
Towers
Heroes
Each Hero will have:
4 regular abilities plus one ultimate ability (5 total) - 4 levels each
3 attribute buffs that affect the heroes stats, such as armor, hp,shields, energy, move speed, damage, ect. These will be unique to the heroes so they can be balanced separately.
Heroes will generally fall into the following classes
Tank
Higher survivability
Abilities are mostly defensive in nature
Each hero of this type has a unique ability to defend allies
Support
Average damage and survivability
Most abilities provides some sort of buff/debuff or heal allies, also some crowd control
Assassin
High Damage, Low Survivability
Abilities are almost purely damage related
Engineer
Low Damage and Survivability without abilities
This class would provide crowd control in the form of stuns, auto turrets, slows
Damage for this class would be mostly from abilities such as land mines.
Mobs
All mobs will be able to do more than walk through each maze, they will be able to effect towers and, once inside the central square, attack heroes. This means each mob needs its own weapon attack, and may have one or more abilities.
Wave Mobs
Each wave mob will be unique and will be the units periodically spawned against each player.
These mobs will not fall under a specific category - such as Armored - as their primary attribute
Some example mobs that I've created include:
One that's speed increases for every second it moves, and if moving fast enough, will deal minor damage to nearby enemies.
One that restores the shields on nearby mobs of the same type upon death
One that disables towers and heroes in a small radius upon death
Player Summoned Mobs
These mobs will be summoned by players to increase their income and will generally be expected to leak into the hero area for their intended wave range.
Central Spawned Mobs
These mobs will spawn within the hero area, and will range from cannon fodder to challenging elites requiring multiple heroes to take down. One of the main goals of these mobs is to reduce the negative impact on hero XP for players that excel building effective tower defenses.
Towers
The goal here is to create a variety of mazing strategies, the basics of which are obvious to new players.
Tower damage and effects will mostly be correlated with some sort of aspect of the players maze. Some ideas are: pathing distance, number of adjacent towers, distance to the target (such that maintaining mobs at a certain distance for as long as possible is desired), number of mobs within a certain range, ect.
Current gameplay description
The Story:
The players have been sent on a stealth mission to a city on a planet recently taken by the enemy. Depending on the game variant, their mission might include retrieving intel, critical items/weapons, research that was left behind, ect. Unfortunately, they were discovered soon after landing and the enemy has been sending squadrons to take out the players ship.
Basic Flow of the game Start to Finish:
Before the start of each game, players will chose a tower race and hero.
Every 30 seconds, until the end of the game, a wave of mobs will spawn for each player.
Each mob will go through each players maze once before gaining a buff, which allows them to cross a force field into the central area of the map.
Heroes will only be allowed in this area, and will have to defend an escape ship from the mobs until the
objectives are completed.
If the ship dies, the players lose.
General Roles of Each Aspect of the Game:
Towers
To soften up, and kill a good portion of each wave. Excellent players may be able to kill every mob with towers for quite a while, but eventually waves will start leaking to the center
Heroes
Once mobs make it through the barrier, into the central area, heroes will come into play. They will be the last line of defense between the mobs and the escape ship. Heroes will have to work together to kill elite mobs.
Wave Mobs
To provide a constant attack on the players with difficulty increasing eventually to the point where no maze and hero combination can kill them all.
Player Summoned Mobs
To increase player income. Some of these mobs will need to be summoned to complete mission objectives.
Central Spawned Mobs
Provide Heroes with a limited amount of XP and give them something to do if few other mobs are reaching the central area. Occasionally elite mobs will spawn to challenge hero coordination and provide some player experience as to how their heroes work together, before elite mobs are summoned by players that fulfill objectives.
Other Notes:
The purpose of income will depend on the game variant.
Instead of granting income when summoned, player summoned mobs will drop a resource that, when collected by a hero or worker, will increase income.
Until we have a suitable background story element to constrict flying units to specific areas of the map, the won't be implemented for heroes or mobs.
Primary Game Variant:
The objective here will be to collect a certain amount of intel, this will be obtained from items dropped by player summoned mobs of the hardest difficulty.
In order to summon these mob, players must increase their income to a certain level.
To be successful, players must summon mobs fast enough so that they can gather the intel before the waves kill them, but slow enough as to not get overrun.
Each periodic wave will be of a random mob type.
This is very much a work in progress and any feedback, whether or not you want to join the team, is appreciated.
If anyone is interested, send me a PM or reply here. I'll get back to both.
Also, I hope to organize all the data created for this map into easily available assets. This would only include contributions from people that give permission for their work to be available to the community.
Looking for anyone that would want to contribute. Anything as little as a single polished hero ability (something more complex than an aura or simple damage spell) would be used.
We are currently working on a map that is based on a combination TD and a Hero Siege style gameplay.
What we need
Heroes
Each Hero will have:
Heroes will generally fall into the following classes
Tank
Higher survivability
Abilities are mostly defensive in nature
Each hero of this type has a unique ability to defend allies
Support
Average damage and survivability
Most abilities provides some sort of buff/debuff or heal allies, also some crowd control
Assassin
High Damage, Low Survivability
Abilities are almost purely damage related
Engineer
Low Damage and Survivability without abilities
This class would provide crowd control in the form of stuns, auto turrets, slows
Damage for this class would be mostly from abilities such as land mines.
Mobs
All mobs will be able to do more than walk through each maze, they will be able to effect towers and, once inside the central square, attack heroes. This means each mob needs its own weapon attack, and may have one or more abilities.
Wave Mobs
Player Summoned Mobs
These mobs will be summoned by players to increase their income and will generally be expected to leak into the hero area for their intended wave range.
Central Spawned Mobs
These mobs will spawn within the hero area, and will range from cannon fodder to challenging elites requiring multiple heroes to take down. One of the main goals of these mobs is to reduce the negative impact on hero XP for players that excel building effective tower defenses.
Towers
The goal here is to create a variety of mazing strategies, the basics of which are obvious to new players.
Tower damage and effects will mostly be correlated with some sort of aspect of the players maze. Some ideas are: pathing distance, number of adjacent towers, distance to the target (such that maintaining mobs at a certain distance for as long as possible is desired), number of mobs within a certain range, ect.
Current gameplay description
The Story:
The players have been sent on a stealth mission to a city on a planet recently taken by the enemy. Depending on the game variant, their mission might include retrieving intel, critical items/weapons, research that was left behind, ect. Unfortunately, they were discovered soon after landing and the enemy has been sending squadrons to take out the players ship.
Basic Flow of the game Start to Finish:
General Roles of Each Aspect of the Game:
Other Notes:
Primary Game Variant:
This is very much a work in progress and any feedback, whether or not you want to join the team, is appreciated.
If anyone is interested, send me a PM or reply here. I'll get back to both.
Also, I hope to organize all the data created for this map into easily available assets. This would only include contributions from people that give permission for their work to be available to the community.
hellow GalacticBean
im a very good in creating abilities and heroes and i would like to join the team
i can make all kind of heroes you asked for
contact me in skype if you want
( dark_blood_q8 ) thats my skype name