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Day of Destiny 2 (AoS Genre)

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Level 12
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Aug 3, 2005
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745
Ok, got a few more:

Amplifiedcopy.jpg
Amplified

Target unit takes X% extra damage, whenever recieving damage
Lasts Y seconds.
Slowed.jpg
Slowed

Reduces target unit's movement speed & attack speed by X%
Lasts Y seconds.
Crippeled.jpg
Crippeled

Reduces target units damage by X% & armor by X.
Lasts Y seconds.
Cursed.jpg
Cursed

Gives target unit a X% chance to miss attacks & fail spells.
Lasts Y seconds.

Perhaps Cripple/Cursed could be given more 'universal' names/icons so they could generally be used from all sorts of spells good or evil.
Such as 'Weakened' / 'Dazed'
 
Level 12
Joined
Aug 3, 2005
Messages
745
Im strongly leaning towards having pretty much 100% consumable items with alot of neat and special abilities/effects tied onto them.
Very much dought there will be tombs.

I may eventually add a few permenant items with some strange yet cool bonuses like:
- Alchemist Stone - Increases all the effects gained when drinking potions by +50%.
- Gem of Luck - Increases all your % chance abilities by +10%.
- Resistor - Reduces the duration of any negative effects on you by 50%.
etc. etc.
 
Level 15
Joined
Aug 18, 2007
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1,390
I like the idea where you boost spells whit attributes, and items whos power depends on atributes, but what about making weapons too? Like a great axe which boost damage for each 5 strength? and a Cestus (glove whit spikes on) which improves attacspeed by 3% for each 3 agility?
So intelect (how is it spelled?) heroes wont get as much damage as strenght, but their spells are powerfull, and they are mostly ranged (melee spellcaster -.-) it could mayby help balance the game.
When done, i would gladly host it over Bnet and just PM if you need a tester :)
 
Level 12
Joined
Aug 3, 2005
Messages
745
Sounds good.Keep on.Ehm...how many ways are there?3?

Do you mean how many lanes?
Im going with just 2, so its generally upto a team of 3 heroes per lane.

Lord_of_sausage said:
I like the idea where you boost spells whit attributes, and items whos power depends on atributes, but what about making weapons too? Like a great axe which boost damage for each 5 strength? and a Cestus (glove whit spikes on) which improves attacspeed by 3% for each 3 agility?
So intelect (how is it spelled?) heroes wont get as much damage as strenght, but their spells are powerfull, and they are mostly ranged (melee spellcaster -.-) it could mayby help balance the game.
When done, i would gladly host it over Bnet and just PM if you need a tester :)

That actually sounds like a great idea.
Could also have equipment based on your level :)
 
Level 11
Joined
Aug 15, 2004
Messages
710
Had an idea for a condition, not sure what to call it but

<name here> when cast on an enemy unit, damage that this unit applies to the caster is reduced (maybe prevented all together?) by X%

and I dont know about Crippled, it seems kinda repetetive, a mix of slow and amplify. I dont think it's needed.
 
Level 12
Joined
Aug 3, 2005
Messages
745
Yea I guess amplify + a armor reduction would clash a bit.

===

Ive been working on a more simplistic multiboard.
I wanted to make it a small as possible so you can actually leave it open without clogging up your screen.
It only tallies kills/deaths, laregly inspired by the Elimination Multibaord, with lots of icons :)

Heres a sample for a 4v4 game:
multi2.jpg


After the've picked there Heroes:
multi3.jpg


The actualy size compared to rest of screen:
multi-1.jpg
 
Level 20
Joined
Oct 21, 2006
Messages
3,231
I'd like to ask some questions about the map :cq:

1. What are "lumber" and "food" for?

2. What is hero max level?

3. What is hero ability/spell max level?

4. Are there neutral creeps, like in a DotA?

5. How many abilities/spells does one hero have?

6. Are hotkeys like in a Warcraft III, or are they like Q, W, E, R / Z, X, C, V?

7. How about the release day? It's already 80%!
 
Level 12
Joined
Aug 3, 2005
Messages
745
  • Currently nothing, only gold plays a part
  • Max level 16
  • 3x normal hero abilities (max level 4)
    1x ultimate hero ability (max level 3, requires level 5/10/15)
  • No Neutral Creeps, but bigger waves spawned
  • 3 hero abilities, 1 ultimate
  • Q W E R + C - (c = God ability)
  • Im aiming for this weekend so 3rd/4th Nov
 
Level 2
Joined
Jan 30, 2007
Messages
25
I really like the sound of this mod. I am all for dynamic games and this one fits perfectly with the consumables and abilities based off atribute values.

Please let us know when/if you want to test it. It´d be the first AoS I´d play a bit seriously.
 
Level 12
Joined
Aug 3, 2005
Messages
745
Nope its definetly not dead, I just took a small break and was working on an Elimination 2 map with Mad[Lion].

Past week ive been working on DoD2 a lot thou.
Ive also added in the condition system, which makes things alot faster to do now its all setup and ready to go.

I'm currently developing the first 12 Heroes and getting some good progress. Already have lots of spells premade just a matter of putting it altogether.
I really just dont want to release a subpar version, as first impressions count for alot.
 
Level 12
Joined
Aug 3, 2005
Messages
745
The terrain is at the very least playable, many of the areas in screesnhots have been improved, its getting there.
There Heroes are going quite well, with roughly 7/12 complete:


bLOODMAGE.jpg
Blood Mage

100% Complete
Ice.jpg
Icecrown Overlord

100% Complete
BTNChaosBlademaster.gif
Executioner

100% Complete
Drow%20Ranger.gif
Vampiric Ranger

100% Complete
Palad.jpg
Redeemer

100% Complete
Myst-1.jpg
Mystic

100% Complete
BTNHeroWarden.gif
Grand Marshall

50% Complete
img_2181_loa.gif
Shephard of Pestilence

50% Complete
Rifle.jpg
Royal Marksman

Incomplete
BTNPriestessOfTheMoon.gif
Phoenix Knight

Incomplete
azgalor.gif
Skull Collector

Incomplete
BTNJaina.gif
Lunar Priestess

Incomplete
 
Level 12
Joined
Aug 3, 2005
Messages
745
Ok guys Ive finished the Heroes, atleast for the prototype/beta release.

Im now working on the items, this is the current plan.
There will be 2 Base Item Shops (Not including any consumable/potion shops)

- Tier1 Shop - Sells minor items bought with Gold
- Tier2 Shop - Sells greater items bought with Lumber

- Recipe Shop1 - Recipes made from components from Tier1 Shop
- Recipe Shop2 - Recipes made from combinations of components from Tier1/2 Shop
- Recipe Shop3 - Recipes made with components from Tier2 Shop
(Later on room for a Recipe Shop4, made from recipes from Shop3).

Gold is gained by standing in the vicinity of enemy creeps dieing.
Lumber is gained by standing in the vincinity of enemy heroes/towers dieing.

If any comments/suggestions would love to hear them.
(Note, lumber will obviously be something else, such as crystals, glyphs etc.)
 
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