Points we disscused today on skype:
- skill tree for keepers : something like having 3 specializations, war tree: your rooms can host double the amount of creatures; mage way: you reseach quite fast, merchant way: you get extra imps and gold. and each one could have the ability to unlock advanced creatures
- common animation library: all the models could use a skeleton with the same animations
- creatures promote (pokemon style) if you have the needed specialization and create the rooms it needs, some creatures would promote to others; ex: mage -> necromancer; orc -> ogre
- Creature indicator (life flower) to know how much life it has left, level and mood
- extra filters: materials, normals, specularity, ect... self-explanatory, lets pimp up the graphics
- different enviroments: like heavy rainforest, swamps, fields; different set of walls and decoration to mimic another enviroment other than a dungeon
- each enviroment grants you different creatures (this makes your army composition dependant on what enviroment you are)
- we need some story, to chain the different levels
Feel free to speak your mind on adding or removing something and why.
*****UPDATE*****
24/01/2014
So to resume:
- Updated creature list: Since we are cutting down factions to only two (heroes and evil keeper) a new list is needed, heroes can remain almost the same, but we need a more varied mix of monsters for the evil keeper. Another post will be open for this.
- Story: we are evil, humans are stupid and deserve to die, we need to explore ways to make the game feel genuinely evil and the humans goodie-to-shoes
- Monsters have their little life and hobbies: need to decide on types of warriors and what they do when they are not killing someone
- We start small and then go big (LOL) : progession of the build up of our troops along the game, expect to have flies and spiders as your minions on the first levels, and end up commanding a demonic legion at the latter levels