Title: Random Inc. <3
This title is shit, I just couldn't come up with a name. The idea is that events are fairly random, although as I continue production everything seems to become less and less random.
Features
• Basic Spell System
• Heal - 240 mana: Restores about 20-25 hp if the medic is on you the entire time. The spell lasts 10 seconds, so you can actually use the medic to do other things, such as scout ahead.
• Greater Heal - 600 mana: Restores about 60 hp if the medic is on you the entire time. This spell only lasts 3 1/3 seconds though, so this is a true healer, rather than a scout.
• Charge - 450 mana: Recharges your mana to full (3600) if it succeeds. 1/4 chance of success, 3/4 chance of fail, in which case you just lose your mana.
• Teleport - 3600 mana: The escape spell. Randomly moves you to any location somewhere on the map. Different areas of teleportation for each player, so you can use this to escape from monsters and other players.
• Music System
I know a lot of people aren't fans of the music thing because it just makes the map bigger and require a longer download, but I've compressed the music so that it only adds about 100kb and it adds so much flavour to the map . Choice of 3 different songs: Popcorn, Atliens, and Der Furst Der Finsternis. Each clip is from 8.5 to 10 seconds long.
• Action Button
Basic 'button' where you have a civilian that you simply move to cause some sort of action to occur (open a door, pick up a weapon, etc..). Nothing special here.
Items
• First Aid Kit - Restores HP to 100% with no mana cost. Nice to come across :]
• Key - Opens the door to a boss. Bosses must be killed in consecutive order.
Any other ideas for items? List is kind of meager atm.
Roles
• Vampire
I was really pumped on mafia when I was beginning this map, so I decided to implement a random vampire feature. Basically, one of the players is randomly selected to be the vampire, and his goal from that point on is to kill all the normal players. The Vampire can switch between his normal human form and his vampire form. His vampire form is significantly stronger than a normal human form. If his normal human form is killed he will automatically be forced to stay in his vampire form until he dies. No additional powers gained from being in vampire form.
• Townsperson
So, this 'townsperson' isn't exactly conventional. He's equipped with a rifle and ready to pwn . Not very strong, but not completely defenseless either.
• Buffy the Vampire Slayer (Role considered, and added)
Back to the mafia theme, this is basically a Boondock Saint. If I implement this role she will basically be a good-aligned vampire. I'm thinking this might be a role that has only a percentage chance of being implemented, because this would really make it difficult for the vampire. On the otherhand, without this role the townies will have a tough time defeating the vampire. Added, only spawns 25% of the time though.
Naturally the players won't have vision with eachother, and won't be allowed to vision. This will prevent weeding out the vampire easily. In addition all players are the same colour, which makes it exceptionally difficult to identify anyone. Since the vampire is fairly strong, I'm considering throwing out the same colour thing. Or maybe making there be 2 players of each colour to cause some confusion, but considerably less.
Gameplay
So, it seems like all this that I've said already is the game, right? Wrong! This is sort of a side feature meant to make it more difficult for the players. The main objective in the game is for the players to escape the labyrinth they are trapped within. To escape this maze, players will have to find keys, defeat 8 different bosses, and eventually defeat the final boss and escape the labyrinth. Along the way they will encounter deception, confusion, and nasty monsters. What a life these players have, poor guys. Other than the basic plan the gameplay hasn't been developed very much, yet.
Bosses
The bosses are fairly basic, just strong units that you need to work as a team to take down. I stole the names from the final bosses of FF VIII.
• Sphinxaur/Sphinxara - Edmund Duke (Siege Mode)/Edmund Duke (Siege Tank)
• Tri-Point - Tom Kazansky (Wraith)
• Krysta - Tassadar/Zeratul (Archon)
• Trauma - Tassadar (High Templar)
• Red Giant - Zeratul (Dark Templar)
• Gargantua - Torrasque (Ultralisk)
• Catoblepas - Warbringer (Reaver)
• Tiamat - Kukulza (Mutalisk)
• Ultima Weapon - Unit Undecided
Happy Fun Time Image(s)
Suggestions
Anything you guys would like to see?
• Codes to unlock hidden parts of the game
• Player as bosses (I don't plan on implementing this, but might as well add it to the list)
•
Post has been edited 8 time(s), last time on Jan 20 2008, 9:50 am by NerdyTerdy.
My Projects:
Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries III | Mercenaries 2020
Squad Defense
Legacy Projects (No guarantee of functionality in modern SC):
Pixel Adventure 2 | Space Snipers | Control the Ball
Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries III | Mercenaries 2020
Squad Defense
Legacy Projects (No guarantee of functionality in modern SC):
Pixel Adventure 2 | Space Snipers | Control the Ball