Time Down is a multiplayer arena game with an intriguing game mechanic: Time Control.
Rewind time and stop time while engaging opponents with potential and control equal
to your own. Time is both your greatest utility and your most abhor rival.
Map Information
128x128
6 Player
Twilight Tileset
VHP health system
Kill enemies with spells
5 Heroes to choose from
15 Spells
4 Gametypes
Gametypes
- Slayer
- Capture the Flag
- King of the Hill
- Bases (Still undecided)
Spells (Descriptions taken directly from game)
Every player has access to the same spells, though each player
picks 7 different spells of the 14 available (everyone gets quickshot).
Spells are cast by moving a unit assigned to represent the spell. After
casting the spell (or failing to) the representing unit is deselected.
The idea is that you team your hero unit and the spell unit together
and cast by pressing the team number and clicking anywhere. Then,
the spell unit being deselected, you are left selected on only your
hero unit. It is designed this way for fluid game play.
[ Time Down ] Near completion
Globally stops time. Caster will have mobility
while everything is in standstill. Casting is enabled
although not active until time is resumed. Casting
Time Down while opponent's have it active will
also allow you to move and act while they do.
[ Time Reverse ] Done
Globally rewinds the game by eight seconds.
This time, don't die.
[ Warp Fire ] Done
Warps the caster to nearby enemies, dealing
damage to them
[ Immolation ] Done
Periodically engulfs the caster in flame
to burn enemies in immediate range
[ Rift Bind ] In Production
Fire hails from the sky in unpredictable bursts
[ Void Anchor ] Finished
Place an invisible trap for the
unwary enemy
[ Meltdown ] Done
Accumulate and release immense reverses of
energy to enact a vast amount of damage
around you
[ Regeneration ] Done
Increases physical capabilities to
quickly recover from injury.
[ Evocation ] Completed / Fine tuning
Doubles mana regeneration as long as caster remains immobile
[ Counter ] Done
Syphons enemy offensive spells in motion
or while charging into energy for the caster
[ Threshold ] Done
Protects the caster by invoking a physical
barrier around him.
[ Revoke ] Done
Instantly relocates user to a position five
seconds in the past to retreat or confuse.
[ Veil ] Fine tuning
Description pending
[ Abrasion ] Done / Changing aesthetic
Description pending
[ Rendshot ] Done
Single projectile fire
Note From the Author / Other rants
The reason for me putting this in the production forum is
not for hype or glory at all, but purely for feedback, suggestions
ideas and questions from the community. In fact, I think hype is
the quickest way for a map to become disappointing.
Now, when the game rewinds, it simulates the last 8 seconds of
the game backwards. The map records 10 seconds of gameplay,
and player position every second during those 10 seconds. This
means that when a player rewinds, the players move backwards to
these seconds cutting corners that the player originally made. But
since the player state data is recorded perfectly, this doesn't really
matter, as the simulation is purely aesthetic. The reason I tell you
this, is that of course it isn't perfect looking, but it is the best
that can be done with the map limitations, and with this knowledge
you could better help me make this the best I can.
I'm not near finishing but I want ideas early while the game is very
malleable, though I've designed this thing to be very flexible and
specifically malleable (I.E. I could change it from an 8 second rewind
to 5 seconds by changing a single number)
You won't be attacking with your unit at all, spells are your only
method for killing people. Unit abilities won't be used and energy
is kept track of in your ore.
I hope you like the concept, beta will be released as soon as I can
Which could be weeks.
-Kaias
Post has been edited 11 time(s), last time on Oct 17 2008, 12:21 am by Kaias.
None.