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[Defense / Survival] Brothers in Arms

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Level 8
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Jun 13, 2010
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Welcome to Brothers in Arms.

I am currently working on a map that is inspired by Legion TD, Castle Defense/Survival maps and the League of Legends TFT game mode.

Table of content:
  • Abstract
  • The Castle
  • The Player
  • Upgrades
  • Units
  • Counter-Attack
  • Gameplay


Abstract:
This is an Auto Battler Game in the form of a castle defense map.

The player does not control the castle, but contributes by enhancing its different key elements of defenses through upgrades.


The castle:
An uncontrollable computer-owned castle resident to a variety of units of which the player has an influence on.

The castle is divided into 5 zones (counting as lifes if you will). The castle's defenses become stronger every zone ending at the very Throne Room at the King. Does the enemy break through a zone it will be lost to the enemy. Does it withstand it will be reset at the beginning of the next wave, giving it yet another chance. Losing a zone will cause the castle to have reduced income, chance at withstanding huge waves and less "life".

Lost zones may be won back (see Counter-Attack).


The player:
The player influences the castles very way of defending itself by spending resources on the type of units and utility regarding those units through upgrades.


Upgrades:
At the end of every round (enemy wave), the player gets to choose what type of defense he wants to use a "Major Upgrade" on.

A Major Upgrade is targeting either melee, ranged, magic, hero, structural or civilian units and will enhance these whilst unlocking new units in that tree.

Following the Major Upgrade, several "Minor Upgrades" will unlock, making the player able to further enhance what type of units the player wishes to rely the safety of the castle on.


Units:
Units have a standard positioning which is known as the board (refering to the auto battler game mode).

Melee units consist of footmen, captains, generals etc. who are the primary frontline of defenses.

Ranged units consist of archers and artillery units which have strength in an overall increased damage output and releasing pressure from the frontline whilst eliminating major threats far away.

Magic units consist of enchantresses, spell breakers and mages and adds aspects of utility to the board, either for defense or offensive in several ways.

Hero units consist of a few single units around the castle having unique abilities and companionship letting the player coordinate upgrades for unit combinations for say Paladin and Knights or Sorceress and Mages.

Structural units consists of gates, barricades, guard towers etc. which are major defensive objects.

Civilian units consist of peasents and villagers who are initially defenseless, but contribute to the income of resources after each round depending on surviving civilians.


Counter-Attack:
Like the player is able to upgrade its defensive units in the castle, the player is also allowed to upgrade and send one wave against the enemy each round.

This can be used to help aiding certain lines of defense or wait until the enemy has been succesfully held back.

If they are used after the round, the Counter-Attack may charge the enemy who has been setting up camp at a lost zone, potentially winning it back, fully restoring the zone for defensive units for the castle.


Game play:
The castle will continuesly be sieged wave after wave by the undead army. It is up to the player to find the best defensive strategy and spectate the concequences of their decicion.

Also the player's passive role has different ways to be played. Will the player rely on strong melee units, great artillery, the utility of magic, legendary hero powers, structural defenses, improved income from villagers or even an offensive approach through enhanced Counter-Attack tactics. Or maybe a mix of them?

Every decicion has concequences, as sending a Counter-Attack too late will risk losing villagers and thereby income. Sending it too early without danger of losing villagers in the same round will lose the strength in the Counter-Attack wave (if it even survives) and reduced effect on the enemy camp.

Furthermore some units may be stronger upgrading for Counter-Attack, while others are better for defenses.

Maybe it isn't about the actual unit upgrades, but more about gathering taxes from villagers, making them super effective resources for late game.

As for multiplayer, players have the option of cooperating and coordinating their unit upgrades and playstyles to better stand against the enemy (which will be enhanced in every aspect for each player joining).
 
Level 8
Joined
Jun 13, 2010
Messages
344
Sounds interesting. Does the player control only the upgrades or can they control spawned units as well (focus-fire, spells etc.)?
Initially they do not control the actions of units. As for Counter-Attack they will only be able to choose when to send the troops.

However through upgrades you will influence the way the units defend.

Choosing a Major Upgrade for Melee Units will unlock defensive abilities such as defend, block, rally etc.

Ranged units will have volley. An extreme long ranged ability, making all archers shoot simultaneously at a along distance, making a very cool looking volley effect.

Magic units such as priests will have heal, ressurect and such.

So initially the player does not have a controlling options. Maybe in the future. First of all I will be focusing on the basics.
 
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