| 12-21-2006, 11:33 PM | #1 |
Introduction The game is titled Super Sheep Shakedown. I have started working on it, and has been in progress for a few days. The goal of this game is relatively simplistic, but is sure to be incredibly stimulating. The parameters of the map read 96x96, but the actual playing area is closer to 64x64. This prospective game could be viewed as similar to mini-games such as Bug Wars, et al., in regards to its interactivity, direction, and mood. Gameplay The goal of the game is to obtain 20 points, monitored for each player on a leader board at the top right corner of the map. A player gains a point when killing an opponent. However, this isn't the least bit in the conventional sense. To gain a point, you have to eliminate your opponent by clicking it to death. The challenge is that you must guard your own unit (super sheep) while in a clicking frenzy with your opponent. Specifics There will be several mechanisms to run or hide from your opponent as he chases you with the mouse. 1. Wind Walk. The obvious first-choice. This consumes all your mana (15) but allows you to be invisible for a few seconds, and gives you movement speed boost. Since a player's vision is not that great (400), this will allow you to elude him quickly, and hopefully loose his trail. 2. Cloud. The skill creates an AOE region (instant) in which everything in it is not selectable, and invisible. This could be beneficial to you in order to spare some time to regenerate health, elude your opponent, or just plain annoy him. An enemy player could also use this as shelter, and wait for it to wear off so as to kill you, so use it wisely and sparingly. 3. Mirror Image. Confuse your opponents. You could use this to plant a fake copy of yourself in a Cloud, and escape, giving you the upper edge on your opponents. There are many other possibilities. 4. Burrow. Hide underground to avoid your enemies and regenerate. This ability has a very long cool down. While burrowed, you can not see your enemies, but you have an accelerated regeneration rate. You can only stay burrowed for 10 sec. 5. Dust of Appearance. Reveals burrowed, invisible opponents and negates clouds. Costs 15 mana, has a very long cool down. Its magical properties stun you for 1 sec., leaving your unit vulnerable to attack. You may not cast any spells for that 1 sec. duration. 6. Blink. Teleports the unit a short distance. Runes will be scattered around the map to provide bonuses, or advantages against your opponents. They are fairly rare. 1. Rune of Regeneration. Increases regeneration rate. 2. Rune of Sight. Reveals a wide range of land for 1 sec., in a diameter from the rune's initial location. Reveals invisible units only. 3. Rune of Speed. Increases speed. 4. Rune of Invisibility (Very Rare). Makes your invisible for 25 sec. Selecting an opponent will disable the effect. What I Have/Will Done/Do So far, I've been starting on the fundamental triggers. 1. Units begin in a region close to the center of the map. (done) 2. Units re spawn upon death. (done) 3. A trigger is established which allows you to click an opponent to death. 4. The leader board is set up, however not functioning in respect to the TallyScore trigger, meaning points don't show up on the leader board. I presume this is because clicking an opponent to death does not equal killing it. 5. I will make an opening cinematic, which zooms up to your unit at the start of the map and explains the game (text, very short) 6. I will also create the short, ending cinematic which zooms upon the winner (with cheer, etc.). 7. I will set up an instructions/help section under the quests log. 8. I am generally capable of contributing to the trigger development, although I'm no expert. I will work on and try my hardest on fixing and establishing any necessary triggers. 9. General terrain layout is done. Its not the best, and may be completely redone for the final release but at least something is there. I'm fairly certain that I will recruit a terrain developer before release (once all the triggers, functions, etc. are all done) so that the game can have a polished work. For now, its fine. Specific Problems, Currently In Development 1. Getting the leader board to respond to a TallyScore trigger (This works when physically killing an opponent, however, it does not award a user with a point when clicking an opponent to death). What I Need From You 1. I need someone to help on triggers. Specifically, I need someone who will work on the TallyScore trigger. This trigger gives a point to the user who made the last click to eliminate that enemy. 2. I need someone to make the more advanced spells mentioned earlier in the post. These will require JASS and since I am not familiar with it, I have posted here for recruitment. General: Triggers for game mechanics, JASS for spells. 1 & 2 can be done by the same person. I need someone comfortable with the code so the triggers work effectively. Ending Notes/Future/Contact Although I may not be an experiened developer, I am serious about completing this project. I've created the basis for it. Now I need people for specific jobs which will faciliate its completion. I'm hoping for it to be a fun, learning experience and a short project for anyone who wants to brush up on their abilities. This can also serve as my first step to getting a stronger grasp on the World Editor. I'm also looking forward to what happens after this project is completed. I'm hoping to continue with this game, and develop a version in which you can vote on game types, select different maps (preferably very small, fast paced mini-games like Uther Party), and improve on it in general. If you are interested, please contact me through either a private message, as a reply on this thread, or through PM. Upon contacting one another, I will send the existing map and the collaboration can begin. Thanks for your time. Sorry i n advance if I didn't follow the forum guidelines as best as I could. |
