| 02-22-2009, 10:17 PM | #1 | ||||
I'm sorry for the text-wall, I hope those of you who read through it will find interest in this idea. I want thoughts, opinions, suggestions and criticism on the design. I have put up a few screenshots of the first class, the Tribal, as well as some of the terrain (yes I do suck). This is a project I've been developing and brainstorming for the past few months. The current name is "Primal Hunt", however, the name is not final. I've been thinking of using "Prime Hunt" or alternatively something else. As the name suggests, the objective of the map is hunting. This doesn't refer to hunting animals or creeps, but players. I have a hard time putting the map in a genre, it has similarities with Arenas in that the players are pitted against eachother in a limited battleground. It also has some elements from RPG which I'll talk more about later. Anyway, the main goal of the map, is to eliminate your opponents. Once killed, you're out, simple?. There are no points or scores and such, just last man standing. Each player has control over one hero out of 4 possible (for starters). Current max players is set to 4 as well. To prevent newbies from getting spanked by more experience players, I've been thinking about having a "safe start" duration for the first 10-15 minutes. If killed within this time, you can get back in-game by doing some kind of mini-game (related to death/ressurection). Map size would be somewhere medium, there has to be room for players to take a breath, but it shouldn't be hard to track down other players either. Therefore each heroclass has an ability which helps them track/scout players. The map is also divided into 4 seperate regions, each with its own climate and theme. The (lore) reason behind this is that the area hides 4 powerful artifacts which are hidden in each of the areas. These artifacts affects their surroundings and can be obtained by the players, giving them enchanched powers. The power-increase these artifacts give isn't critical, it's just a minor bonus to help you get the enemy down. The different artifacts is supposed to give different bonuses, one of them might boost defense versus spell, another perhaps changes the effects on some spells. In the map, there are also 4 factions (one for each zone). These factions are neutral, and doesn't really affect the gameplay directly. However, as the time passes by, each of the factions will close off their area, limiting the battle-space and increasing the game-pace. The factions may also close their zone if you somehow anger them. As I mentioned, there are 4 heroclasses to choose from. Each of these heroes will have a lore and purpose of being at the stage (read about it further down). One similiar thing with them is that they have all lost 2 of their items. These items (like the artifacts) can be aquired to boost your heroes performance. Both the artifacts and the lost items are presented using my Equipment System, latest version. So how do I prevent experienced players from killing the newcomers within the first minutes? Well first I mentioned the "safe time". But I also plan to have alot of different spawnplaces for the artifacts and the lost items. These things also aren't just "laying around" on the ground. They can be obtained by doing quests, killing certain creatures/characters or by doing some other fancy stuff. As I said the items will give a minor boost. This boost can however be very useful to bring down your enemies, but you will first have to find the items which may take you some time. This is a brief overview of the heroes. Note that some of them has more than 2 items, the extra(s) are just my alternative(s). Each hero has: - 1 meter - 2 lost items - 4 abilities (excluding passives)
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| 02-22-2009, 11:46 PM | #2 | ||||
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No problemo, guy! It means that you have a clear and detailed idea of the project! Quote:
You fixed his name when no-one was watching. XD Quote:
Good and original idea. IMO a good way to prevent noob spanking. Keep it! Quote:
As it is described, I think good criticism can be done only by playing it, sorry... ![]() But all these ideas seem great, though |
| 02-22-2009, 11:59 PM | #3 | ||||
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I hope to atleast get some feedback on changes, as well as suggestions to fill out the empty spaces (abilities etc). If someone would go to the lengths of desigining a suggestions for a whole hero, that would be appreciated as well. Quote:
Thanks, imo the Tribal abilities could use some twitch, they feel rather generic. He also needs some kind of speed-boost so he can catch up with whoever he's chasing. I'm still considering abilities for the other classes. |
| 02-25-2009, 12:18 AM | #4 |
*bump* |
| 02-27-2009, 08:43 PM | #5 |
*bump* Is it really that much to read? |
| 02-27-2009, 09:02 PM | #6 |
Sounds neat. I don't play enough maps to really tell, though, so I'll wait and see what others have to say. Still, I can appreciate hard work. Nice job. :P |
