Core rooms:
Library - DONE
Dormitory - Tile done, we need new beds
Farm - DONE
Training hall - DONE
Treasure room - DONE
Forge- DONE
Guard room - TODO
Prison - TODO
Torture room - TODO
Graveyard - TODO
Advanced rooms:
- "Arena”: your creatures do a battle royal here, free training but creatures get injured and near death
- ?????????
- “Dark temple”: creatures generate mana by praying, allows to sacrify creatures
- “Hell pits”: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a maned missile battery (Misthic ability helps here).
- "Recreation room"(Casino):creatures spend their money here, increases morale
- "Sweatshop": where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.
Treasure room - DONE / Code done.
Dormitory - Tile done, we need new beds / Code done.
Farm - DONE / Code done.
Training hall - DONE / Code done.
To stay in the loop, what do you mean by Tier in that case? And what is the tier of each room? How do you unlock a tier?
Traps/doors are free but take a lot of time/workforce, once placed to build or to be replaced, blacksmiths start working on it asap, no traps are stored, they just produce the needed one. Meanwhile, when no trap/door is requested to build they are forging weapon upgrades ("upgrade points"), that are represented into a wall object (it would be a graphical representation of how many "upgrade points" the forge has acumulated) think of a weapon rack that gets fuller of weapons as more points are created.
Any creature that can upgrade weapon and is dropped on forge tries to update first, weapon then, shield (blacksmiths wont have upgradable weapons to avoid them hogging all upgrades when put to work); if the creature has a low level weapon and there is enougth produced "upgrade points" it will try to update weapon, to the best one affordable. A forge should be able to store a fixed number of "upgrade points" per tile, so a small forge (3x3) can only store enougth of them to upgrade to a weapon a rank, while bigger ones could store enougth to upgrade a weapon to epic rank.
Same as every room. Not too powerfull, not uselessDanimal {l Wrote}:it sounds fine as long as its not overpowered and attractive to be used
Why not ? I just think we should stick on the general philosophy of the game to not loose players (for example, I would not think of dropping a creature on a trap).Danimal {l Wrote}:maybe instead of taking the place of a trap it summons something like a demon?
Cannon could use mana as an ammo resource, each shot costing xxx mana also preventing insane compulsive cannon construction; Magical door absorbs damage sucking it from your mana reserve and wont recieve real damage and be detroyed until you run dry of mana.
The summoner trap is not a bad idea, a demon-in-a-jar kind of trap; but what do you think of the "Hell Pit" as i described before? a room to automatically summon demons everywhere its needed.
The research tree can be fleshed out with your ideas in mind. What do you think about "Armory" and "Hall of memories"?
let it at just one tree; traps, rooms and spells can be mixed there, the tree can have 3 colors:
left - red: related to strength, the physical and creatures (training hall, arena, rage spell, boulder trap)
center - grey/brown: related to common (forge, spike trap, casino, heal spell)
rigth - blue: related to magic (Dark temple, thunder spell, magic door, demon-in-a-jar trap)
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