Project Stranded (temporary name) is a six-player fast-paced micro-intensive shoot-and-run co-op story-driven Zombie and Zerg survival RPG map. You and your comrades must travel to a mysterious planet to investigate a strange infestion epidemic that took place many years ago. Unfortunately, the vessel that takes you to this planet gets struck by an unknown entity. Now, you and your comrades have crashed landed and are stuck on this dangerous planet. With no help incoming, you and your comrades must traverse the planet and find a way to survive!
Screenshots
None at the moment
How The Game Will Work
Project Stranded will be by no means an easy game at all. While it is simplistic in concept and to play, it will be both challenging and difficult to master. The enemies in this game will be mostly Zerg and infested Terran. Almost all of the enemies in this game will attempt to one-shot you. Therefore, you must always be on the run and micro your character to survive. With only four lives to spare, you must micro well!
In Project Stranded, you are able to become one of either five Terran or Protoss characters each with their own strengths and weaknesses. Each character has 8 unique hero-specific abilities to boot! No character is a melee-type character. (Screenshots and more info soon)
Maverick (Reaper)
Brogg (Firebat)
Drake (Spectre)
Victor (Marine)
Argon (Marauder)
Zoa (Zealot)
Phaze (High Templar)
Neon (Stalker)
Cobalt (Immortal)
Trance (Dark Templar)
Stats
Every character starts at 1 HP, 1 DMG, 4 Range, 1 Energy, 2.0 AS and 2.5 MS. At the start of the game, using minerals, you may choose to upgrade various stats of your hero such as:
Health (Increase HP by 1).
Damage (Increase Attack Power by 1).
Movement Speed (Increase movement speed by 5%).
Attack Speed (Increase the speed of your weapon by 10%).
Range (Increase the range of your weapon by 1).
Focus (Increase energy cap by 1).
Vision (Increase sight radius by 1).
What Will Focus (Energy) Do?
With the Focus stat, you are allowed to use one of four of these special abilities that all characters have at their disposal (60 second cooldown):
First Aid Kit (Restore all HP).
Body Enhancer (Temporary Invulnerability for 3 seconds).
Stimulant (Increase damage by 1 for 15 seconds).
Concentration (Refresh cooldown of all abilities).
<subject to change>
Every 25 kills grants one energy point.
What Happens When You Lose All 4 Lives?
You are out-of-the-game technically. But, wait! Don't quit just yet! You can still help your teammates! It is possible to increase the Lives Count by 1. Thus, reviving you with one more life. However, you will have to wait until the rest of your team makes it to a boss to do so. Therefore, it is imperative to be steady and careful when playing.
When Can I Start Playing? What's the Progress?
Never.
Just kidding. Although, being an amateur Galaxy Editor map-maker, I still have many things to learn. Therefore, it will be quite sometime before the actual game is released. And thus many testing phases will be occurring in the near-future. Hopefully, I will have garnered some support for the map. If you would like to hear some more details about future testing, please by all means contact me via PM, Battlenet, or whatever suits you.
Currently, I'd like to say the map is about 8% complete. Most of the common enemies have been fully triggered and ready to kick our butt. I still have the heroes to complete, so when that's done I'll say about 20% of the map will be complete. Possibly ready to be tested around that time too. :)
Thank you for reading. More information coming soon.
Seems a bit over-complicated (like 10 abils per hero). I think it's good to use 5-6 well maded abils wich make your hero unique. And 10 abils is very difficult to balance to exclude the possibility when some of them is complete crap and never being developed while the few rest are overpowered. Just thoughts ... but mb i'm just underestimate your gameplay balance skills ;) sry in that case.
Ah, I thought there was something was odd when I proofread my thread. Sorry, it's actually 8 unique hero abilities (just edited now). Nonetheless, your point still stands. I understand that there may be some complications involved with having 8+ abilities. I'll go into a little bit more detail to help answer some questions.
Now while I did say "unique" hero abilities are made different according to the character you play. Not all of the abilities aren't actually "unique" so to say. Each hero actually have similar abilities in purpose. However, it will function differently depending on who you choose. For example all of the heroes have abilities that can in some way:
Boost their movement speed significantly.
Buff themselves or allies.
Debuff enemies.
Fire a wide AoE Attack of sort.
Fire a Line AoE Attack.
With this set formula, players can figure out what type of abilities they will be using for any hero according to the hotkey setup I did. For example Q being a ms abil, W being buffing, E being debuffs, and so on. It's not as confusing anymore, right? You'll just have to learn the setup. It shouldn't be too complicated, I feel.
To give an example of uniqueness in similar abilities, one character uses only lasers to do all of the above. While one hero has a set of abilities that can create mechanical minions that follow him and can only attack when he attacks. One of his minions can only do Line AoE attacks. Another can only do Burst AoE. And so on. All of the heroes follow the same principle, but all of them do it differently.
Of course, there are hero abilities that don't follow the above formula which we would call truly, "unique." One hero can duplicate himself and another can become "tank" status for a few seconds.
I am sure you will be using ALL of your abilities. There is no such thing as a useless ability in this game because you WILL need to use them all to deal as much damage as possible. Ability cooldowns are relatively long and it's necessary that you utilize any ability you have not in cooldown in conjunction.
It will be a little bit difficult to balance the heroes, I will admit. There will be some characters that will be better than others. Of course, it's my job to find the right balance, right? Although, having testers would certainly help me figure out the proper balancing when the time comes. XD
I was testing next setup for map that i've started some time ago: 5 abilities per hero + 5 passive perks (like diablo 3 passives). For example: first row in your command card are passives, which are abilities with type of buff. You can activate or disable any of them when you like to. I was experimenting with such stuff like: something i called butcherize - each time you kill enemy with crit you make meat explosion and it drops some aiur cheff meat (random amount) which heals you like health globe. Also another passive/active perk - saves you from death and restore X% of your max hp once per 60 secs, etc. So this is just 2 examples which i was making for my map (but now i abandon it for awhile cuz i'm testing single player rpg version :> which i just came up with).
So i rly like when my hero has some passive and active skills to play with. Is it something you may consider in future? Or you just planning to add "general purpose" spells like haste and other boosts?
Passives were never in my plans. I mean I have to be careful in how I make some of these abilities just because of the type of map this is. Your hero starts off with 1 HP (or 3 if you choose to invest that much into HP at the start) after all. It's a map where enemies deal 1 or 2 damage mostly. "General Purpose" abilities are best.
Nonetheless, it's not like the map is complex or anything. The map doesn't have to be unnecessarily complex. My goal is to make it straightforward and simple to learn. Also, passives are bad for the map anyway, since I especially don't want stuff like the "Revive" Passive you mentioned lol.
Although, I didn't mention it in the thread. There are actually passives that every hero is built with. All heroes have a hidden built-in Evasion and Critical Strike passive that's upgraded every time you level. I didn't want to talk about it now, but since you brought up passives, figured why not.
This is what my intended Hotkey setup will be like:
Command Card:
Q W E R T [5 General Purpose Abilities]
A S D F G [Attack/Stop/Hold Position/Scan/Focus Abilities (Opens another Command Card)]
Z X C [3 Unique Abilities/Crit/Evasion]
I play quite a bit LoL, so I wanna says abit about the command card.
Most people who play LoL like me, are used to using D as a heal / damage/ crow control spell
and F as their dash / increase move speed spell
If you can let your heroes abilities on D / F similar to that, many will appreciate
Also, I think that each heroes should have 1,2 general abilities and 3,4 unique abilities. Too many generic abilities will dumb down the game and increase learning curve for not much gain.
I would much prefer appreciate good story and gameplay, something like that Additional pylon do very well
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Project Stranded
General Plot
Screenshots
None at the moment
How The Game Will Work
Project Stranded will be by no means an easy game at all. While it is simplistic in concept and to play, it will be both challenging and difficult to master. The enemies in this game will be mostly Zerg and infested Terran. Almost all of the enemies in this game will attempt to one-shot you. Therefore, you must always be on the run and micro your character to survive. With only four lives to spare, you must micro well!
In Project Stranded, you are able to become one of either five Terran or Protoss characters each with their own strengths and weaknesses. Each character has 8 unique hero-specific abilities to boot! No character is a melee-type character. (Screenshots and more info soon)
Maverick (Reaper)
Brogg (Firebat)
Drake (Spectre)
Victor (Marine)
Argon (Marauder)
Zoa (Zealot)
Phaze (High Templar)
Neon (Stalker)
Cobalt (Immortal)
Trance (Dark Templar)
Stats
Every character starts at 1 HP, 1 DMG, 4 Range, 1 Energy, 2.0 AS and 2.5 MS. At the start of the game, using minerals, you may choose to upgrade various stats of your hero such as:
What Will Focus (Energy) Do?
With the Focus stat, you are allowed to use one of four of these special abilities that all characters have at their disposal (60 second cooldown):
<subject to change>
Every 25 kills grants one energy point.
What Happens When You Lose All 4 Lives?
You are out-of-the-game technically. But, wait! Don't quit just yet! You can still help your teammates! It is possible to increase the Lives Count by 1. Thus, reviving you with one more life. However, you will have to wait until the rest of your team makes it to a boss to do so. Therefore, it is imperative to be steady and careful when playing.
When Can I Start Playing? What's the Progress?
Never.
Just kidding. Although, being an amateur Galaxy Editor map-maker, I still have many things to learn. Therefore, it will be quite sometime before the actual game is released. And thus many testing phases will be occurring in the near-future. Hopefully, I will have garnered some support for the map. If you would like to hear some more details about future testing, please by all means contact me via PM, Battlenet, or whatever suits you.
Currently, I'd like to say the map is about 8% complete. Most of the common enemies have been fully triggered and ready to kick our butt. I still have the heroes to complete, so when that's done I'll say about 20% of the map will be complete. Possibly ready to be tested around that time too. :)
Thank you for reading. More information coming soon.
Seems a bit over-complicated (like 10 abils per hero). I think it's good to use 5-6 well maded abils wich make your hero unique. And 10 abils is very difficult to balance to exclude the possibility when some of them is complete crap and never being developed while the few rest are overpowered. Just thoughts ... but mb i'm just underestimate your gameplay balance skills ;) sry in that case.
@abvdzh: Go
Ah, I thought there was something was odd when I proofread my thread. Sorry, it's actually 8 unique hero abilities (just edited now). Nonetheless, your point still stands. I understand that there may be some complications involved with having 8+ abilities. I'll go into a little bit more detail to help answer some questions.
Now while I did say "unique" hero abilities are made different according to the character you play. Not all of the abilities aren't actually "unique" so to say. Each hero actually have similar abilities in purpose. However, it will function differently depending on who you choose. For example all of the heroes have abilities that can in some way:
With this set formula, players can figure out what type of abilities they will be using for any hero according to the hotkey setup I did. For example Q being a ms abil, W being buffing, E being debuffs, and so on. It's not as confusing anymore, right? You'll just have to learn the setup. It shouldn't be too complicated, I feel.
To give an example of uniqueness in similar abilities, one character uses only lasers to do all of the above. While one hero has a set of abilities that can create mechanical minions that follow him and can only attack when he attacks. One of his minions can only do Line AoE attacks. Another can only do Burst AoE. And so on. All of the heroes follow the same principle, but all of them do it differently.
Of course, there are hero abilities that don't follow the above formula which we would call truly, "unique." One hero can duplicate himself and another can become "tank" status for a few seconds.
I am sure you will be using ALL of your abilities. There is no such thing as a useless ability in this game because you WILL need to use them all to deal as much damage as possible. Ability cooldowns are relatively long and it's necessary that you utilize any ability you have not in cooldown in conjunction.
It will be a little bit difficult to balance the heroes, I will admit. There will be some characters that will be better than others. Of course, it's my job to find the right balance, right? Although, having testers would certainly help me figure out the proper balancing when the time comes. XD
I was testing next setup for map that i've started some time ago: 5 abilities per hero + 5 passive perks (like diablo 3 passives). For example: first row in your command card are passives, which are abilities with type of buff. You can activate or disable any of them when you like to. I was experimenting with such stuff like: something i called butcherize - each time you kill enemy with crit you make meat explosion and it drops some aiur cheff meat (random amount) which heals you like health globe. Also another passive/active perk - saves you from death and restore X% of your max hp once per 60 secs, etc. So this is just 2 examples which i was making for my map (but now i abandon it for awhile cuz i'm testing single player rpg version :> which i just came up with). So i rly like when my hero has some passive and active skills to play with. Is it something you may consider in future? Or you just planning to add "general purpose" spells like haste and other boosts?
@abvdzh: Go
Passives were never in my plans. I mean I have to be careful in how I make some of these abilities just because of the type of map this is. Your hero starts off with 1 HP (or 3 if you choose to invest that much into HP at the start) after all. It's a map where enemies deal 1 or 2 damage mostly. "General Purpose" abilities are best.
Nonetheless, it's not like the map is complex or anything. The map doesn't have to be unnecessarily complex. My goal is to make it straightforward and simple to learn. Also, passives are bad for the map anyway, since I especially don't want stuff like the "Revive" Passive you mentioned lol.
Although, I didn't mention it in the thread. There are actually passives that every hero is built with. All heroes have a hidden built-in Evasion and Critical Strike passive that's upgraded every time you level. I didn't want to talk about it now, but since you brought up passives, figured why not.
This is what my intended Hotkey setup will be like:
Command Card:
Q W E R T [5 General Purpose Abilities]
A S D F G [Attack/Stop/Hold Position/Scan/Focus Abilities (Opens another Command Card)]
Z X C [3 Unique Abilities/Crit/Evasion]
I play quite a bit LoL, so I wanna says abit about the command card.
Most people who play LoL like me, are used to using D as a heal / damage/ crow control spell and F as their dash / increase move speed spell If you can let your heroes abilities on D / F similar to that, many will appreciate
Also, I think that each heroes should have 1,2 general abilities and 3,4 unique abilities. Too many generic abilities will dumb down the game and increase learning curve for not much gain.
I would much prefer appreciate good story and gameplay, something like that Additional pylon do very well