9 heroes (1 plyr per hero), 5 preset spells each, 0~5 spell levels (1 spell learned per level up), 3 potions (heal, teleport home, restore mana), 3 equipments (arbiter invisibility, scout dmg bonus, comsat spying), 4 mercenaries (probe with photon cannons, scv with repair, dark templar, medic with heal, restore, etc.)
Heroes:
Infested Duran, Alan Schezar, Torrasque, Fenix (Dragoon), Tassadar/Zeratul (Archon), Edmund Duke, Jim Raynor (Vulture), Devouring One, Hunter Killer
So far, 2 spells working for the goliath, reaver splash and enemy trap with dark archons
Spells have recharge timers (no spamming) with 1 "nearly recharged" notices that come ~12 seconds before and "recharge complete" notices.
There will be kill score based kill-reward-experience system, and upgrade system similar to Korean Dota's where hero upgrades go in the 1000's but other things go around 10's.
Plyrs will be able to access the shop in the middle left and right. There will also be a mana fountain at the center and destroyable crystals that give income bonus around the fountain.
I assume an average of 8 triggers per spell, each hero gets 5 spells, there are 9 heroes total (only 1 plyr per hero), so that is 8 x 5 x 9 = 360 repeating triggers (x 8 plyrs = 2880..), and I probably have about 40 repeating triggers for the kill score reward triggers and 50 other repeating triggers for the game to run, and 20 non-repeating triggers... Without the non-repeating triggers, 450 x 8 plyrs = 3600 triggers.
I need every little trick and tips to make this game not lag. Any help will be appreciated...
None.