Showing posts with label elements. Show all posts
Showing posts with label elements. Show all posts

Thursday, December 15, 2011

Hero Tower Defense Thursday: Day 18 - Native Skills


Go here to read Day 17 of Hero Tower Defense Thursday.



Today I want to go over Native Skills (NS). I apologize in advance for all the abbreviations I'm about to use. :)

So what are NS? NS are skills that you start with and require no points. Each character will have one Native Elemental Skill (NES) and one Native Class Skill (NCS). There are 5 different NES, one for each elemental. The NES you end up with is determined by the character's native element. They are kind of like a racial traits but instead of being based on the character's race they are based on the character's native element instead. The NCS on the other hand is the same for every character. You'll see why in a moment.

All NES are ranged direct damage skills, there's no projectile and not based on your weapon, it just instantly hits. They all have a some sort of duration based effect (e.g. DoT, Buff, etc) and are stackable up to 5 times, each time increasing it's effects and renewing the duration. It's also worth noting that these skills can be used on allies as well. Also, NES are unique in that they are able to generate elemental charges around your character. These charges can be used various ways which I'll explain later.

Here's a list of the NES and how they are currently set up:

Fire: Sets your target on fire causing it to take continuous damage and increasing it's Fire Attunement

Water: Douses your target with water causing it to be continuously healed and increasing it's Water Attunement

Nature: Binds your target with nature causing it to be immobile for a moment then continuously healed as well as increasing it's Nature Attunement

Light: Empowers your target with light increasing it's Physical and Magical Power as well as increasing it's Light Attunement

Shadow: Inflicts your target with shadow decreasing it's Physical and Magical Defense as well as increasing it's Shadow Attunement

As a reminder, attunements are a unit's resistance and effectiveness with each elemental's skills.

Now for the charges. For every NES use that character will receive a charge of that elemental type. So since the NES is linked to your native element it means that characater can only produce that type of charge. Every character can hold up to 5 charges each charge increases the characters attunement corresponding to the type of charge. So if it's a fire charge, it'll increase your fire attunement, etc. The charges are consumed by Finisher skills (FS). These skills require at least one charge but will consume whatever charges you currently have stored. Each charge will increase the FS power to varying degrees depending on the type of the FS and the type of the charges consumed. So for example, if you have 5 fire charges and you use a fire FS it's power will be boosted a lot. If you have 5 water charges and you use a fire FS you won't get much of a boost at all because water counters fire.

There's one FS with the exception to this rule and that's the NCS all classes start out with that I mentioned earlier. The NCS is a FS that lets you transfer whatever charges you have available to another unit. So now you can have a character with one native element holding the charges of another element, it just requires some team work. This also means that you can have a mix of charge types on a character since you can hold up to 5 charges.

This brings up one other point. Say you do a charge transfer and the receiving target goes over the limit of charges they can hold, or perhaps they already are full and you transfer for to them, what happens? Well, first it will check to see if there's any charge spots available and fill those then whatever are left will do a type check against the other elemental charges and either replace them or get countered. Here's a couple simple examples:

1. You transfer 5 water charges to a character with 5 fire charges - all the fire charges get replaced by the water charges. So the target ends up with all water charges.

2. You transfer 5 water charges to a character with 2 fire charges and 2 shadow charges - one water charge gets added, the two fire charges are replaced by two water charges while the 2 shadow charges remain because shadow counters water. So the target ends up with 3 water charges and 2 shadow charges.

I sounds more complicated than it actually is but these NS are meant to be important and used strategically and not just as a "Click skill, do damage" type of move. At the very beginning you'll be using them constantly just because you won't have many other moves to choose from but their importance will remain high throughout the game. This also allows for some interesting stuff to do with strategies for general attacks, boss encounters, level objectives, etc so expect to see some fun things going on in the future.


Well that was a bit long but fun to write! On a side note we're all working hard to have as much ready for the upcoming release as possible. However, I've said it before and I'll say it again just to keep everyone on the same page. This release is basically a prototype of what we have physically developed so far. Design and concept is the majority of what we've been doing so far and so we've only just begun to start physically developing the game into something. But we promised to give you guys something as soon as possible and we want to hear your feedback every step of the way so we're showing you what's essentially a just-started, pre-alpha, v0.0001, right-out-of-the-gates release. So just keep that in mind please. :D

Kevin also has a new poll up on his
blog, KXN @ HTD for choosing Male Hairstyles so head over there and be sure to cast your vote!

As always, let us hear what you have to say in the comments and thanks!

-Dan

Tuesday, October 18, 2011

Hero Tower Defense Tuesday: Day 10 - Story



Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!





Welcome to Hero Tower Defense Tuesday!


Sketch of logo


Go here to read the Day 9 of Hero Tower Defense Tuesdays.


Today let's talk about the story for a bit.

This area of the game is still rather open-ended and undetermined at this point, more so than most other aspects of the game. So I wanted to tell you guys a little bit about what we had in mind for HTD's story and single player and then get your feedback and suggestions on it.

Elements are a key part of the HTD world which I'm sure is rather clear at this point. We have 5 elements (Fire, Water, Nature, Light, and Shadow) each with their own advantages and disadvantages against eachother as well as their own physical and magical skills that specialize in categories like offense, defense, and utility. You also have a native element that gives you a bit more power with that element and you also gain combination elemental attacks when you make certain matches in the elemental trees. With that in mind it's pretty easy to say the elements should tie into the story and world rather heavily.

The game is of course based in a fantasy world so that opens up a lot of paths. That also means there is a lot to consider.. how much technology is there and how advanced is it? Is the current state of things peaceful or chaotic? Is there some major event currently taking place? etc. The same goes for your character and characters you meet in single player.. how old are you? Are you a king's son or a lowly peasant? Is there something unique about you or your family? Do you have some hidden past? etc. I personally don't like things being too cliche but it's a bit difficult to avoid because there's so much out there that people have already seen but, hey, we'll try.

We have some ideas in mind but without giving away too much I can say you'll be old enough that you're out on your own doing things like adventuring and exploring and whatnot. During single player you'll meet other characters that may join you, probably some from your past and some new. At least part of the story will be about you seeking out something related to your native element, perhaps how to master it so you can acquire greater skills with that element. During your quest there will probably be trials that test your skill with the elemental system. So there might be like a crazy shadow boss you have to fight or a water cavern you have to get through. While I wouldn't say there's a doomsday character who's out to destroy the world you'll definitely come across characters/creatures that are much stronger than you and are terrorizing that area or blocking your way.

So as you can see there's a lot up in the air story-wise. As I mentioned we have a several things in mind that are more solid but I don't want to give it all away. This is also mainly for single player. The multiplayer will continue the story to an extent but have a wider scope. We're interested in hearing what you guys would like to see though. Do you like the uber, evil, insane guy wanting to take over the world? The mysterious past that you gradually uncover? Perhaps just the idea of going out and discovering the unknown?

There will also be side quests and such as well that will probably be completely unrelated to the main story but that's why they're side quests right? I know we have some writers out there with ideas they'd like to share as well. Let us know what you have on your mind! But try to summarize it. ;)

Also don't forget to check out Kevin's blog, KXN @ HTD for all things art related to HTD! You'll find additional concept art, polls to help us decide on certain art aspects (currently which female hairstyles to start with), and he recently added a progress list. Here's a new WIP logo design Kevin made:

WIP HTD Logo

As always let us know what you think and leave your feedback in the comments, thanks!

-Dan