I'm starting a 4 players Co-Op RPG.
The theme: Infiltration.
The theme: Infiltration.
This is a Community Project, and I am simply acting as the Project Manager. Please contribute!
CURRENT "NEED HELP" LIST:
-> Find nicer names for nearly everything (heroes, abilities, enemies, items, etc.).
-> I need feedbacks over some "questions" I asked in the "General Ideas" section, at the very end of this post.
-> Any ideas on how to logically not categorize the Tank unit as Mechanical? I don't want players to use "Magnetic Field" on them.
-> Searching for Boss and Puzzle ideas.
-> Please help out figuring a good Custom UI Design.
-> I need feedbacks over some "questions" I asked in the "General Ideas" section, at the very end of this post.
-> Any ideas on how to logically not categorize the Tank unit as Mechanical? I don't want players to use "Magnetic Field" on them.
-> Searching for Boss and Puzzle ideas.
-> Please help out figuring a good Custom UI Design.
Abilities (names are subject to change):
- Deviate: Prevents a unit from getting hit by redirecting the damage on the caster. Lasts a certain amount of time and cannot be cancelled. (Very useful to save a player from death, though could be lethal against yourself too since you cannot cancel the spell)
- Mind Control: Temporary mind control, works on allies too. Drains energy over time, player can decide to cancel. Once the the spell has ended, enemies gain vision over caster's position. Caster cannot move when using this. (Allowing it to be casted on allies too gives me some great puzzle/boss/situation ideas)
-Magnetic Field: Creates a very intense field of magnetism which would attract any metal source. (Could be used to crush a guard with a metal box if the guard is between the box and the spell. Take care when using near your allies, some of them contain metal )
- Cloak: Cloaks the caster. Drains energy very fast. When stealthed, the caster cannot see anything and cannot move.
- Push: Pushes all units away from the target point, including allies. Doesn't deal any damage. No cooldown. Doesn't consume a lot of energy.
- True Blood: Takes away life from the caster to give it to the target.
- Twin: Creates an allied replicate of the target unit owned by the caster. This 'clone' cannot deal any damage.
- Speed Boost: See this.
- Blink: Stalker's Blink ability.
- Pierce: Shoots a quick bullet toward the selected unit/point target. Has a fixed range (this means even thought you aim at range 1 from your unit, it'd continue further, until it reaches it's set range). Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
- Maelstrom: Stuns biological units in a small AoE for a short time. Can stuns allies too.
- Release: Without requiring any activation, the unit that has this spell will gather up to 50 damages. The more damage it gathers, the more powerful the energy-release will be. When the ability is triggered, it releases the energy in an arc progressing toward the point the caster was facing. Deals damage to any unit it encounters (allies as well).
- Lure: Forces the target unit to attack the caster. Very useful to save an ally from the death. Cannot be stacked (two casters cannot aim at the same target). Cannot be cancelled. The target unit will have increase damage and speed.
- Scan: Reveals the selected area (which has to be within a certain range). No cooldown.
- Aura: Has a low range. Must be canceled. Drains mana over time. Is centered on caster. Increases attack/defense points to all units within the aura. (Will force the caster to micro the units inside the aura)
- Communicate (Guard): Enemy spell. Only certain guards must be able to use it. Activated only when the Guard sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Communicate (Buzzer): Enemy spell. All Buzzers have this ability. Activated as soon as the unit sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
-Shield Wall: The caster can place 2 points on the field. In between those, a cloaked wall will appear and block any attack from passing through it. Any unit passing through it will see its life being diminished by 5% of its maximum health value.
- Disruption Field: AoE that disables spells and communication within its range for a certain amount of time.
- Mind Control: Temporary mind control, works on allies too. Drains energy over time, player can decide to cancel. Once the the spell has ended, enemies gain vision over caster's position. Caster cannot move when using this. (Allowing it to be casted on allies too gives me some great puzzle/boss/situation ideas)
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- Cloak: Cloaks the caster. Drains energy very fast. When stealthed, the caster cannot see anything and cannot move.
- Push: Pushes all units away from the target point, including allies. Doesn't deal any damage. No cooldown. Doesn't consume a lot of energy.
- True Blood: Takes away life from the caster to give it to the target.
- Twin: Creates an allied replicate of the target unit owned by the caster. This 'clone' cannot deal any damage.
- Speed Boost: See this.
- Blink: Stalker's Blink ability.
- Pierce: Shoots a quick bullet toward the selected unit/point target. Has a fixed range (this means even thought you aim at range 1 from your unit, it'd continue further, until it reaches it's set range). Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
- Maelstrom: Stuns biological units in a small AoE for a short time. Can stuns allies too.
- Release: Without requiring any activation, the unit that has this spell will gather up to 50 damages. The more damage it gathers, the more powerful the energy-release will be. When the ability is triggered, it releases the energy in an arc progressing toward the point the caster was facing. Deals damage to any unit it encounters (allies as well).
- Lure: Forces the target unit to attack the caster. Very useful to save an ally from the death. Cannot be stacked (two casters cannot aim at the same target). Cannot be cancelled. The target unit will have increase damage and speed.
- Scan: Reveals the selected area (which has to be within a certain range). No cooldown.
- Aura: Has a low range. Must be canceled. Drains mana over time. Is centered on caster. Increases attack/defense points to all units within the aura. (Will force the caster to micro the units inside the aura)
- Communicate (Guard): Enemy spell. Only certain guards must be able to use it. Activated only when the Guard sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Communicate (Buzzer): Enemy spell. All Buzzers have this ability. Activated as soon as the unit sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
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- Disruption Field: AoE that disables spells and communication within its range for a certain amount of time.
Heroes (all have high sight range):
- [Probe] Hares (semi-ranged, healer, drifts, quick life regeneration): Cloak, Aura, True Blood, Twin.
- [Dark Templar] Pralid (melee, high attack, low HP, splash damage, gains life when dealing splash damage): Cloak, Blink, Push, Speed Boost.
- [Zealot] Xoffa (ranged, high attack rate): Cloak, Mind Control, Pierce, Maelstrom.
- [Immortal] Krusii (ranged, custom hardened shield, weaponry knowledge): Scan, Blink, Lure, Release.
- [Dark Templar] Pralid (melee, high attack, low HP, splash damage, gains life when dealing splash damage): Cloak, Blink, Push, Speed Boost.
- [Zealot] Xoffa (ranged, high attack rate): Cloak, Mind Control, Pierce, Maelstrom.
- [Immortal] Krusii (ranged, custom hardened shield, weaponry knowledge): Scan, Blink, Lure, Release.
Enemies:
- Guard: Normal stats, ranged. Most of them have a walky-talky to communicate with the base HQ.
- Butcher: Fast, very low hp, high damage, melee. Only sent when players' position is known by the HQ.
- Pounder: Slow, high damage, ranged, average hp. Found pretty randomly around. Has no walky-talky.
- Buzzer: Average speed, no damage, low hp. Flagged as Mechanical and Biological (it's basically a dog with a communication tower). Automatically contacts the HQ via a slow-connection communication device to call in reinforcement. Runs away as soon as you see him, while trying to establish communication.
- Combat Bot: Slightly boosted stats. Flagged as Mechanical. Mostly here to make players use the Magnetic Field ability more often.
- Tank: Heavy unit, long range, splash damage, high damage. Encountered only when reaching the core of the HQ. Recommended strategy: DT Blinks while Immortal Deviates.
- Shadow Ghost: Low hp, ranged, normal attack. Flagged as Biological and Mechanical (Terran unit wearing a cloaking suits). Use this for the Cloak.
- Suicide Beast: Normal hp and speed, high damage. It's a Baneling.
- Butcher: Fast, very low hp, high damage, melee. Only sent when players' position is known by the HQ.
- Pounder: Slow, high damage, ranged, average hp. Found pretty randomly around. Has no walky-talky.
- Buzzer: Average speed, no damage, low hp. Flagged as Mechanical and Biological (it's basically a dog with a communication tower). Automatically contacts the HQ via a slow-connection communication device to call in reinforcement. Runs away as soon as you see him, while trying to establish communication.
- Combat Bot: Slightly boosted stats. Flagged as Mechanical. Mostly here to make players use the Magnetic Field ability more often.
- Tank: Heavy unit, long range, splash damage, high damage. Encountered only when reaching the core of the HQ. Recommended strategy: DT Blinks while Immortal Deviates.
- Shadow Ghost: Low hp, ranged, normal attack. Flagged as Biological and Mechanical (Terran unit wearing a cloaking suits). Use this for the Cloak.
- Suicide Beast: Normal hp and speed, high damage. It's a Baneling.
Items (some can only be carried by the Immortal hero):
- Rage Bomb: A grenade like device thrown that sticks to the floor where it lands. After it is secured, it begins emitting psionic energy in all directions over an area of x meters for y seconds. Any unit caught inside goes berserk, gain increased health, attack speed and damage output and attack the nearest moving target.
- Smoke Grenade: Similar to a SC1 Dark Swarm. Other effects: the screen of the players should become extremely blurry and players should not be able to look at their allies' life, and not even their own.
- Sound Emitter: Brief sound at desired location. Distracts very briefly the enemies, some times merely even make them turn around.
- Interference Device: Disturbs any communication device such as a camera. Also disables some abilities (including yours!) within a certain range. (This last part would for example put the players in trouble if they use it too often because they could end up turning a corner and face a big problem which they can't escape from because of their ability being disabled)
- Scaner: Reveals everything (cloaked, burrowed, behind wall, etc.) within a certain range from the user. (Could allow the team to by-pass certain locked doors by allowing the Immortal to Blink on the other side)
- Walky-Talky: Allows the user to communicate with the HQ in order to reveal, for example, the position of intruders. The players' team can carry up to one at a time and will receive the communications from the HQ until they find out they have access to their communication line (either by letting a Guard see you have one of their walky-talky or over time, seeing the guard that had this tool does not answer when he is asked to report his situation).
- Smoke Grenade: Similar to a SC1 Dark Swarm. Other effects: the screen of the players should become extremely blurry and players should not be able to look at their allies' life, and not even their own.
- Sound Emitter: Brief sound at desired location. Distracts very briefly the enemies, some times merely even make them turn around.
- Interference Device: Disturbs any communication device such as a camera. Also disables some abilities (including yours!) within a certain range. (This last part would for example put the players in trouble if they use it too often because they could end up turning a corner and face a big problem which they can't escape from because of their ability being disabled)
- Scaner: Reveals everything (cloaked, burrowed, behind wall, etc.) within a certain range from the user. (Could allow the team to by-pass certain locked doors by allowing the Immortal to Blink on the other side)
- Walky-Talky: Allows the user to communicate with the HQ in order to reveal, for example, the position of intruders. The players' team can carry up to one at a time and will receive the communications from the HQ until they find out they have access to their communication line (either by letting a Guard see you have one of their walky-talky or over time, seeing the guard that had this tool does not answer when he is asked to report his situation).
General ideas:
- Enemy placement randomization
- Difficulty levels?
- PvP?
- Open world vs Linear path... ?
- It could be a race between different teams of the 4 same characters. Every team would start at similar spots, but at different places. Would probably make the map symmetrical.
- Guard's AI: Each Guard have their individual alert level. If it is to the red and they succeed at alerting the Base itself, which isn't always the case, the Base's alert turns red to.
Basically: have 2 separate Alert levels.
- Players enter a room, it goes all dark, they talk about opening their flashlights... but one of them forgot his at home and an other character's batteries are down, thus leaving the players to manage to fight incoming swarm of nocturne-animals with only 2 flashlights. (Use Roy's Sight Concept map.)
- Difficulty levels?
- PvP?
- Open world vs Linear path... ?
- It could be a race between different teams of the 4 same characters. Every team would start at similar spots, but at different places. Would probably make the map symmetrical.
- Guard's AI: Each Guard have their individual alert level. If it is to the red and they succeed at alerting the Base itself, which isn't always the case, the Base's alert turns red to.
Basically: have 2 separate Alert levels.
- Players enter a room, it goes all dark, they talk about opening their flashlights... but one of them forgot his at home and an other character's batteries are down, thus leaving the players to manage to fight incoming swarm of nocturne-animals with only 2 flashlights. (Use Roy's Sight Concept map.)
Boss:
Empty so far.
Puzzles:
- Combo "Cloak-Push": One player Cloaks, another uses Push to send him past a camera (since he can't move independently).
- Laser Room + Smoke item: http://www.staredit.net/254791/
- Laser Room + Smoke item: http://www.staredit.net/254791/
Custom UI:
- The Minimap is disabled. Little (45x45) square will show units' portrait, followed by the units' absolute HP value and, in parenthesis, the %HP.
- A little button to the right-most of this Dialog box will also be colored based on the units' conditions (red = low hp, blue = under the effect of a spell, green = alright, etc.).
- Players will be able to cast a spell on their allies with this Dialog box (since it can be hard to target on field).
- A little button to the right-most of this Dialog box will also be colored based on the units' conditions (red = low hp, blue = under the effect of a spell, green = alright, etc.).
- Players will be able to cast a spell on their allies with this Dialog box (since it can be hard to target on field).
Music (?):
+ Any Colour You Like - Pink Floyd
+ The Feeling Begins - Peter Gabriel
+ The Great Escape - Patrick Watson (perfect for a Trailer!)
+ Gealman - Patrick Watson
+ Wilderness - Matt Uelman
+ Into Town - Matt Uelman
+ Rising - Lhasa De Sela
+ In My Time Of Dying - Led Zeppelin
+ Pastime With Good Company - Jethro Tull
+ Moya - Godspeed You! Black Emperor
+ Sleep - Godspeed You! Black Emperor
+ The Sad Mafioso... - Godspeed You! Black Emperor
+ Brothers In Arms - Dire Straits
+ Apadooraï
+ The Feeling Begins - Peter Gabriel
+ The Great Escape - Patrick Watson (perfect for a Trailer!)
+ Gealman - Patrick Watson
+ Wilderness - Matt Uelman
+ Into Town - Matt Uelman
+ Rising - Lhasa De Sela
+ In My Time Of Dying - Led Zeppelin
+ Pastime With Good Company - Jethro Tull
+ Moya - Godspeed You! Black Emperor
+ Sleep - Godspeed You! Black Emperor
+ The Sad Mafioso... - Godspeed You! Black Emperor
+ Brothers In Arms - Dire Straits
+ Apadooraï
Credits:
Temp - Designed all the abilities in the Data Editor
DavidJCobb - Gave AI and enemies ideas as well as other general ideas
ImagoDeo - Gave abilities and items ideas
Roy - Gave abilities ideas
shmeeps - Gave an item idea
StormTemplar - Gave a puzzle idea
Roy - Created a neat 'Flashlight trigger'
Mozared - Making the Terrain
DavidJCobb - Gave AI and enemies ideas as well as other general ideas
ImagoDeo - Gave abilities and items ideas
Roy - Gave abilities ideas
shmeeps - Gave an item idea
StormTemplar - Gave a puzzle idea
Roy - Created a neat 'Flashlight trigger'
Mozared - Making the Terrain
As you can see, I really want the abilities to have side-effects that could act against the players at some point of the game.
DOWNLOAD (to help): Swarmed Heroes
- Screenshots -
- Class Selection Menu's Custom UI -
- Class Selection Menu's Custom UI -
Ending note:
- Thank you so much for all your help with this Community Project -
Post has been edited 50 time(s), last time on Nov 14 2010, 1:41 pm by payne.
None.