Monday, August 25, 2014

Vision of the game

In this post I will write about what I intend the game to be like and perhaps some things that I have planned to make. This post will likely be quite disorganized.

This game is made with the Warcraft III engine.  I am the sole maker of this map, with other people occasionally helping me out.

Defenders of Tranquility is a survival game where the primary objective is to defend a huge ent named  the "Ancient One". As time goes on, the enemies get more powerful and new ones appear. If the Ancient One dies, then the game is not lost instantly, but enemies get more powerful and you'll have one less fighting person.

As it is now, the Ancient One has a rudimentary AI and casts some mass effect abilities.

Currently the enemy waves are hardcoded. In the future I intend to make them come in a random order, as this would increase replayability.

The development goal as it is today is to finish the Void Rogue class and start working on another one. Other things can be done in parallel, but they are not thought out yet and thus shouldn't be started.
I want to remake the terrain and perhaps add some secondary bosses to reward players for making choices, such as whether everyone should focus only on defending the ancient or should some players also hunt the secondary bosses.

The theme of the map is foresty, with some signs of demonic corruption. 

Balance Development Log #1 - Void Rogue(v0.21)

Void Rogue could have 3 playstyles:
Tanky AoE-sustained bruiser. (str)
Glass cannonish agility carry. (agi)
Bursty magical assassin. (int)

This is how it ideally would be. However, currently the skills are messed up.
Lethal poison gives damage over time for agility. This doesn't fit with the agility carry playstyle, as usually a carry has to kill the target too fast for the poison to be useful. This should be changed to str, since tanks have the most time to use the poisons.

Null Blade gives cheap magical damage based on intelligence. This doesn't fit with the magical assassin playstyle, because intelligence-based playstyles should be mana-hungry and bursty. However, this is not a problem, as it doesn't appear to create any balance issues and fills in nicely to give extra activity and lessen the incredible weakness to swarms of units.
In its current state Null Blade isn't completed yet (it doesn't return). To compensate for this the damage rate is doubled. It will likely be more powerful for tanky builds later on, due to the poison being applied twice.
Agility builds can use this in conjunction with poisons, albeit for less gain.

Nether Walk is a bursty ambush/escape spell that fits perfectly by design. The only issue might be that the burst damage is so high that engaging with it is too safe (dead enemies aren't dangerous).

Void Rage currently gives damage for strength, attack rate for agility and BnV range for intelligence. I don't like the skill as it is, because it is straightforward damage without any downsides for the str+agi builds.
I would prefer to switch around the str and agi bonuses, because str builds generally have lower attack speed, but rely more on reapplying poisons. Agility builds then again need the damage to stay the glasscannons they are while attack rate is something they have lots of anyway.

Condemn is a high damage single-target nuke that heals the caster. It works as intended and probably isn't too powerful, because it has a high mana cost and relatively high cooldown.

There is also the problem that lategame Void Rogue essentially has the benefits of all builds, due to high stat gains from levelling.

tl;dr

Lethal Poison:
Damage based on agi > damage based on str.

Nether Walk:
Damage ratio 5 > 3.5 (experimental)

Void Rage:
Attack rate scaled by agi > str
Damage scaled by str > agi
BnV range scaled by int > unchanged

Stat gains from levelling 1.2 > 0.9 (experimental)

Intro

This blog is meant solely for the development of one specific map. I will write about the design choices and why I made them. I will also write change logs and other related things here.