- Joined
- Dec 19, 2004
- Messages
- 110
I'm currently working on a stealth game called Deadly Shadows. It is a game where the Thieves (5 players) have to infiltrate a town at night that is guarded by Town Guards (6 players) and steal certain artifacts.
Every player can choose a character with its own skills and abilities in the beginning, but in general; Thieves are specialists in stealth, agility and deception, while Guards are stronger but less agile.
Guards get their equipment and wage paid by the king and they get bounty for killing thieves. Thieves have to buy their own equipment and can only get gold by looting or pickpocketing/killing villagers or guards to obtain (in case of guards: 10% of ~) their gold.
Guards have unlimited lives; Thieves only have 10 lives and therefor have to be very careful what they're doing. For Thieves, teamwork will be the key to victory.
Game Features:
Combat System
Melee Combat
You can kill an enemy with only a few strikes that hit the enemy, sometimes even 1 (critical) strike is enough. It can be difficult to actually hit an enemy though. Some Thieves have abilities to evade melee attacks and some Guards can parry/block melee attacks coming from the front. These abilities are sometimes passive, sometimes active. Also by moving, you can sometimes avoid melee attacks. Thereby, all attacks do much more damage when hitting an enemy in the back, so even melee fighting is a very active thing.
Ranged Combat
All ranged attacks are manually aimed abilities. When a projectile hits a unit, tree or other obstacle, it will stop and damage it. So arrows etc. can be dodged by moving, but some Guard can also block projectiles coming from the front with their shield. Projectiles go often in straight lines, but sometimes in an arc to shoot over obstacles or friendly units. Ranged attacks do also more damage when hitting an enemy in the back. Most ranged abilities give a chance to kill an enemy instantly when hitting them (headshot).
Attributes System
Strength
Every point of Strength increases your health regeneration rate and melee attack damage.
Agility
Every point of Agility increases the move and attack speed of your hero.
Stamina
In this game 'mana' does not exist (because there is no magic). In this game we speak of energy (which replaces mana bars, values etc). 'Intelligence' is replaced by 'Stamina'. The more Stamina your hero has, the more maximum energy and the faster your energy recovers/regenerates.
Most of the abilities cost energy to perform them. Some abilities (like Sprint and Sneak) only cost energy when they are activated and you are actually moving. Energy does not regenerate when you're moving, attacking or using abilities that require energy. When your energy/stamina bar is low, you should just stop moving and doing these things for a while to recover your breath (regenerates energy pretty quickly). So energy only regenerates when standing still and doing nothing.
Most of the spells cost pretty much energy, and don't have a very long cooldown time. So its all about timing: when you take time to recover your breath, you can perform various powerful abilities pretty rapidly. But if you stay in action after performing some abilities and you don't take time to recover, you will get exhausted and won't be able to perform abilities like sprint, dash, jump etc. until you stop for a while.
Watch out WHERE you recover your breath though, because you're an easy prey for luring enemies when standing still!
Stealth System
Sight
Every player can only see things in front of them, so it is (for both Thieves and Guards) possible to sneak up to an enemy to strike him from behind to deal extra damage. (All players can look behind them though, but then - obviously - they can't see the things in front of them) Each player can choose between different camera modes, like Third Person Camera, Bird's-eye View, Locked Camera or Free Camera; depending on what they like most. They can also rotate their camera view with the arrow keys.
Stealth Abilities
Thieves have the ability to Backstab enemies when striking them from behind. This instantly kills the unit. All Thieves also have the ability (Shadowmeld) to be invisible to enemies when not moving at a dark area). Most Thieves can even sneak around very slowly without being seen. Although, when enemies come too close, they will detect them. There are many places on the map where light sources (like lanterns, torches and braziers) illuminate the area and all units standing in this area. In these area's Thieves will not be able to sneak or use the Shadowmeld ability. To use these abilities here, Thieves will have to put out the fire sources first! This can be done by melee attacking it, or from a distance by shooting a Water Arrow at it. Guards can light them up again with a Tinderbox item.
Deception
There are many ways for Thieves to fool the Guards. Some examples: Thieves can set up a Decoy Unit which looks like a Thief, but is in fact a dummy, made of the clothes of a Thief. This can be useful to distract of attract Guards. All Thieves also have the ability to Feign Death, acting that they are killed; standing up again when the Guards turn around.
Some Thieves are specialized in Disguising. By wearing the clothes of a Guard, they look exactly like one of them, allowing them to move easily past (real) Guards. But they have to watch out what they're doing: if they do anything too suspicious, they will be unmasked.
Hiding in the environment
There are many places in the environment to hide, also for Guards. Some examples: bushes, grain fields, wells, barrels, even houses! All thieves can learn the Lock Picking skill, which allows them to pick locked doors, windows or other locks to enter a building or open a vault. Some units can also jump over obstacles like fences to come in certain places more easily.
Characters and Abilities
Later on, I will probably add more characters, but for now, people can choose between these characters:
Town Guards
> Alarm [Active] (Initial skill): All Guards have the ability to alarm other nearby Guards by pressing [Esc]. Nearby Guards will hear the Guard and see a ping on the minimap. (Players cannot manually ping on the minimap) Guards can buy an Alarm Horn to increase the alarm range. Villagers (AI) will also alarm nearby Guards, when they see violence or suspicious behaviour. Thieves are also able to hear any alarms!
Swordsman
Melee fighter with sword and shield. Specialized in blocking melee and ranged attacks. Therefor it is very tough, but it has a slow movement speed. Deals medium-high damage and has medium attack speed. Can upgrade his sword (more damage) and armor (take less damage).
> Sword Fighting Skill [Passive] (Initial skill, can be improved): Gives a chance to hit an enemy critically (instant kill) and a chance to block a melee attack coming from the front. Chances increase per level.
> Defend [Active]: Activate to raise your shield, giving you a high chance to block any melee AND ranged attacks coming from the front. Movement speed is reduced while defending. Drains mana per attempt to block an attack. Chance to block increases, mana cost decreases per level.
> Charge [Active]: Charges a short distance towards a target to strike the first hit unit with brute force, inflicting 40-70 damage upon impact and stuns the target. Stun duration increases per level, cooldown time decreases per level.
> Sprint [Active]: Activate to increase your movement speed. Drains mana when moving. Movement speed bonus increases, mana drain decreases per level. Sprinting makes noise: other nearby units can hear it, even when they cannot see you!
Blademaster
Strong melee fighter with a long (50% more range) two-handed sword. Very agile during combat. Deals high damage and has slow-medium attack speed and medium movement speed. Vulnerable to ranged attacks. Can upgrade his sword (more damage) and armor (take less damage).
> Sword Fighting Skill [Passive] (Initial skill, can be improved): [Same as Swordsman]
> Leap Attack [Active]: Leaps towards a target to deal damage to all units in that area. (Can also be used to jump over obstacles)
> Spinning Strike [Active]: Spins around with your blade, striking all nearby units with bonus damage. (Can be parried) Bonus damage increases per level.
> Sprint [Active]: [Same as Swordsman]
> Turn Around [Active] (Initial skill): Can turn around in a blink, very useful while in combat.
Archer
Pure ranged unit; has no melee attack! Needs arrows [item] to shoot, but are supplied by the king; quiver can be refilled at an ammo depot. Vulnerable to melee attacks. Can upgrade his bow (more range and maximum damage) and quiver capacity (carry more arrows).
> Archery Skill [Passive] = Shoot Arrow [Active] (Initial skill, can be improved): Shoots an arrow in a straight line over a large distance, dealing damage when hitting a unit. Has a chance to hit a unit critically (Headshot = instant kill). Minimum damage and chance of critical hit increases per level.
> Shoot Arrow (Arc) [Active] (Initial skill, improves along with Archery Skill): Shoots an arrow in an arc to a target point, allowing you to shoot over obstacles or friendly units. Damage is the same as a shooting an arrow in a straight line, but when hitting a unit, the chance of a critical hit is increased by 60%. Range is also increased, but there is also a minimum range.
> Ensnare [Active]: Throws out a net to ensnare a unit when hitting it. Causes the unit to be bound to the ground so that it temporary cannot move. When missed, the net can be used again. Duration increases per level, cooldown decreases per level.
> Eagle Eye [Active]: Allows you to focus on your sight, giving you an increased sight range. Also increases the range to detect units hidden in the dark. Movement speed is reduced while focussing. Drains mana until deactivated. Detecting range bonus increases per level, movement speed reduction decreases per level.
> Multi Shot [Active]: Fire multiple arrows simultaneously, increasing the chance to hit. Lethal at close range. The range is slightly reduced though. Higher levels decrease cooldown and increase the number of arrows fired.
Thieves
> Shadowmeld [Passive] (Initial skill, can be improved): Allows you to hide in the darkness and remain unseen from afar when standing still. Fading time decreases per level. Standing near light sources will reveal you!
> Backstab [Passive]: All Thieves will Backstab an enemy when they attack an enemy from behind: it dies instantly.
> Feign Death [Active] (Initial skill): All Thieves have the ability to feign death by pressing [Esc]. Guards will not automatically attack Thieves anymore. Only if a Guard is smart enough not to be fooled, it can click it to attack it and let other Guards know the Thief is not really dead.
Rogue
The Rogue is specialized in Disguising and stealth. Armed with daggers, which can also be thrown and/or tipped with poison. Deals low damage and has fast attack speed and movement speed. Can upgrade her daggers (more damage).
> Sneak [Active]: Allows you to slowly sneak around in the dark without being seen from afar. Drains mana while moving. Mana cost decreases per level. Sneaking near light sources will reveal you!
> Throw Dagger [Active]: Throws a dagger over a short distance, dealing damage when hitting a unit. If you hit someone from behind, the unit will be killed instantly. Damage increases per level, cooldown decreases per level. You need (extra) daggers [item] to use this ability.
> Disguise [Active]: Allows you to disguise as a villager or Town Guard. While disguised, enemies will not recognize you as an enemy, allowing you to walk past them without being noticed. Try to not be suspicous; if they recognize you, you will be unmasked! Some clothes/armor are harder to use as a disguise, so they need a higher level. Mana cost decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): When standing behind a neutral or enemy unit, just select it to steal all his items and gold carried. [This can also be used to steal keys carried by heavily guarded (AI), important persons (like the King or the Bishop), needed to open vaults to steal certain artifacts]
Shadow Hunter
The Shadow Hunter is specialized in combining both ranged and melee attacks. Her bow is useful to shoot arrows, water arrows or poison-tipped arrows. Deals low-medium damage with her short swords, has a medium-fast attack speed and movement speed. Can upgrade her swords (more damage) and bow (more range and maximum damage).
> Sneak [Active]: [Same as Rogue]
> Archery Skill [Passive] = Shoot Arrow [Active]: [Almost same as Archer, but has a smaller quiver. Is also required to use Water Arrows [item] and can only shoot in a straight line]
> Jump [Active]: Jump over small obstacles like fences to let your enemy behind or to come somewhere easier. Mana and cooldown time decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): [Same as Rogue]
Assassin
The Assassin is melee fighter, armed with two short blades. Less stealthy, but a bit stronger and very agile fighter. Deals medium damage and has a fast attack speed and movement speed. Can upgrade his blades (more damage).
> Sprint [Active]: [Same as Swordsman]
> Dash [Active]: Dashes a short distance towards a target, allowing you to strike an enemy very swift. When you hit a unit while dashing, bonus damage will be dealt. Extremely useful for backstabbing. Bonus damage increases per level, cooldown decreases per level.
> Jump [Active]: [Same as Shadow Hunter]
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
Items etc.
> Arrows (Archer): The Archer needs arrows to shoot. He gets a lot of them at start, but when he runs out of arrows, he can get new ones (for free) at an ammunition depot. These are at a few places in town. (Thieves with the lockpicking skill can also steal arrows here)
> Torch: Setup a torch somewhere to illuminate a dark area to detect hidden units.
> Tinderbox: Light up a torch or other light source that is not burning (anymore).
> Guard Dog: Buy a Guard Dog (AI controlled, use Whistle [item] to give commands) to help you find hidden Thieves.
> Net (Archer): The Archer gets only 1 net provided by the King. If he wants more nets, he has to buy them.
> Drill Arrows (Archer): These arrows make a unit keep bleeding after a hit. This can only be stopped by treating it with a bandage [item].
> Arrows (Shadow Hunter): The hunter needs arrows to use her Archery Skill. She can buy them, or just kill an Archer.
> Water Arrows (Shadow Hunter): These arrows are used to douse light sources and make illuminated areas dark, so stealth abilities like Shadowmeld and Sneak can be used.
> Poison (Rogue: Daggers / Shadow Hunter: Arrows): Tip an arrow or a dagger (for both throwing or stabbing once) with this poison. The poison deals extra damage over time and makes units disoriented, causing a swaying effect to their vision, their sight range to be reduced, lose the ability to parry and have a 70% chance to miss on melee attacks. The effect lasts for 10 seconds. A double dose immediately kills the unit.
> Clothes & Decoy Frame (seperate items): A frame and various kinds of clothes to setup a Decoy. When you kill a unit, it will also drop their clothes.
> Book “The Art of Lockpicking”: This book allows you to learn the basics of Lockpicking and you will also learn faster (level-up) while trying after reading this book.
> Lockpicking Tools: You need these tools to pick locks.
> Sleeping Gas Bomb: Throw at a target to make all units in that area fall asleep -> they can’t do anything and have no sight for a couple of seconds.
> Magnesium Bomb: Throw at a target to blind all units for a few seconds (players get white screen) who look at the explosion (must be visible to player and unit must face that direction)
> Camo Clothes: Gives you a dark green color which makes it harder for enemies to see you when in forests/bushes.
> Caltrops: Throw some (tiny, hard to see) caltrops on the ground, to damage any unit a little bit that accidentally walks over it and slows down its movement speed for some seconds.
> Dog Food (drenched in sleeping potion): Track guard dogs with this food. When a dog eats of it, it will fall into sleep.
That's it for now. Any suggestions for new characters, abilities or items are very welcome!
I’m almost ready with the triggers etc of everything I’ve described. But I’m still looking for someone who wants to help me with the terrain! If you are excited to help me with this project, would be really great!
Every player can choose a character with its own skills and abilities in the beginning, but in general; Thieves are specialists in stealth, agility and deception, while Guards are stronger but less agile.
Guards get their equipment and wage paid by the king and they get bounty for killing thieves. Thieves have to buy their own equipment and can only get gold by looting or pickpocketing/killing villagers or guards to obtain (in case of guards: 10% of ~) their gold.
Guards have unlimited lives; Thieves only have 10 lives and therefor have to be very careful what they're doing. For Thieves, teamwork will be the key to victory.
Game Features:
Combat System
Melee Combat
You can kill an enemy with only a few strikes that hit the enemy, sometimes even 1 (critical) strike is enough. It can be difficult to actually hit an enemy though. Some Thieves have abilities to evade melee attacks and some Guards can parry/block melee attacks coming from the front. These abilities are sometimes passive, sometimes active. Also by moving, you can sometimes avoid melee attacks. Thereby, all attacks do much more damage when hitting an enemy in the back, so even melee fighting is a very active thing.
Ranged Combat
All ranged attacks are manually aimed abilities. When a projectile hits a unit, tree or other obstacle, it will stop and damage it. So arrows etc. can be dodged by moving, but some Guard can also block projectiles coming from the front with their shield. Projectiles go often in straight lines, but sometimes in an arc to shoot over obstacles or friendly units. Ranged attacks do also more damage when hitting an enemy in the back. Most ranged abilities give a chance to kill an enemy instantly when hitting them (headshot).
Attributes System
Strength
Every point of Strength increases your health regeneration rate and melee attack damage.
Agility
Every point of Agility increases the move and attack speed of your hero.
Stamina
In this game 'mana' does not exist (because there is no magic). In this game we speak of energy (which replaces mana bars, values etc). 'Intelligence' is replaced by 'Stamina'. The more Stamina your hero has, the more maximum energy and the faster your energy recovers/regenerates.
Most of the abilities cost energy to perform them. Some abilities (like Sprint and Sneak) only cost energy when they are activated and you are actually moving. Energy does not regenerate when you're moving, attacking or using abilities that require energy. When your energy/stamina bar is low, you should just stop moving and doing these things for a while to recover your breath (regenerates energy pretty quickly). So energy only regenerates when standing still and doing nothing.
Most of the spells cost pretty much energy, and don't have a very long cooldown time. So its all about timing: when you take time to recover your breath, you can perform various powerful abilities pretty rapidly. But if you stay in action after performing some abilities and you don't take time to recover, you will get exhausted and won't be able to perform abilities like sprint, dash, jump etc. until you stop for a while.
Watch out WHERE you recover your breath though, because you're an easy prey for luring enemies when standing still!
Stealth System
Sight
Every player can only see things in front of them, so it is (for both Thieves and Guards) possible to sneak up to an enemy to strike him from behind to deal extra damage. (All players can look behind them though, but then - obviously - they can't see the things in front of them) Each player can choose between different camera modes, like Third Person Camera, Bird's-eye View, Locked Camera or Free Camera; depending on what they like most. They can also rotate their camera view with the arrow keys.
Stealth Abilities
Thieves have the ability to Backstab enemies when striking them from behind. This instantly kills the unit. All Thieves also have the ability (Shadowmeld) to be invisible to enemies when not moving at a dark area). Most Thieves can even sneak around very slowly without being seen. Although, when enemies come too close, they will detect them. There are many places on the map where light sources (like lanterns, torches and braziers) illuminate the area and all units standing in this area. In these area's Thieves will not be able to sneak or use the Shadowmeld ability. To use these abilities here, Thieves will have to put out the fire sources first! This can be done by melee attacking it, or from a distance by shooting a Water Arrow at it. Guards can light them up again with a Tinderbox item.
Deception
There are many ways for Thieves to fool the Guards. Some examples: Thieves can set up a Decoy Unit which looks like a Thief, but is in fact a dummy, made of the clothes of a Thief. This can be useful to distract of attract Guards. All Thieves also have the ability to Feign Death, acting that they are killed; standing up again when the Guards turn around.
Some Thieves are specialized in Disguising. By wearing the clothes of a Guard, they look exactly like one of them, allowing them to move easily past (real) Guards. But they have to watch out what they're doing: if they do anything too suspicious, they will be unmasked.
Hiding in the environment
There are many places in the environment to hide, also for Guards. Some examples: bushes, grain fields, wells, barrels, even houses! All thieves can learn the Lock Picking skill, which allows them to pick locked doors, windows or other locks to enter a building or open a vault. Some units can also jump over obstacles like fences to come in certain places more easily.
Characters and Abilities
Later on, I will probably add more characters, but for now, people can choose between these characters:
Town Guards
> Alarm [Active] (Initial skill): All Guards have the ability to alarm other nearby Guards by pressing [Esc]. Nearby Guards will hear the Guard and see a ping on the minimap. (Players cannot manually ping on the minimap) Guards can buy an Alarm Horn to increase the alarm range. Villagers (AI) will also alarm nearby Guards, when they see violence or suspicious behaviour. Thieves are also able to hear any alarms!
Swordsman
Melee fighter with sword and shield. Specialized in blocking melee and ranged attacks. Therefor it is very tough, but it has a slow movement speed. Deals medium-high damage and has medium attack speed. Can upgrade his sword (more damage) and armor (take less damage).
> Sword Fighting Skill [Passive] (Initial skill, can be improved): Gives a chance to hit an enemy critically (instant kill) and a chance to block a melee attack coming from the front. Chances increase per level.
> Defend [Active]: Activate to raise your shield, giving you a high chance to block any melee AND ranged attacks coming from the front. Movement speed is reduced while defending. Drains mana per attempt to block an attack. Chance to block increases, mana cost decreases per level.
> Charge [Active]: Charges a short distance towards a target to strike the first hit unit with brute force, inflicting 40-70 damage upon impact and stuns the target. Stun duration increases per level, cooldown time decreases per level.
> Sprint [Active]: Activate to increase your movement speed. Drains mana when moving. Movement speed bonus increases, mana drain decreases per level. Sprinting makes noise: other nearby units can hear it, even when they cannot see you!
Blademaster
Strong melee fighter with a long (50% more range) two-handed sword. Very agile during combat. Deals high damage and has slow-medium attack speed and medium movement speed. Vulnerable to ranged attacks. Can upgrade his sword (more damage) and armor (take less damage).
> Sword Fighting Skill [Passive] (Initial skill, can be improved): [Same as Swordsman]
> Leap Attack [Active]: Leaps towards a target to deal damage to all units in that area. (Can also be used to jump over obstacles)
> Spinning Strike [Active]: Spins around with your blade, striking all nearby units with bonus damage. (Can be parried) Bonus damage increases per level.
> Sprint [Active]: [Same as Swordsman]
> Turn Around [Active] (Initial skill): Can turn around in a blink, very useful while in combat.
Archer
Pure ranged unit; has no melee attack! Needs arrows [item] to shoot, but are supplied by the king; quiver can be refilled at an ammo depot. Vulnerable to melee attacks. Can upgrade his bow (more range and maximum damage) and quiver capacity (carry more arrows).
> Archery Skill [Passive] = Shoot Arrow [Active] (Initial skill, can be improved): Shoots an arrow in a straight line over a large distance, dealing damage when hitting a unit. Has a chance to hit a unit critically (Headshot = instant kill). Minimum damage and chance of critical hit increases per level.
> Shoot Arrow (Arc) [Active] (Initial skill, improves along with Archery Skill): Shoots an arrow in an arc to a target point, allowing you to shoot over obstacles or friendly units. Damage is the same as a shooting an arrow in a straight line, but when hitting a unit, the chance of a critical hit is increased by 60%. Range is also increased, but there is also a minimum range.
> Ensnare [Active]: Throws out a net to ensnare a unit when hitting it. Causes the unit to be bound to the ground so that it temporary cannot move. When missed, the net can be used again. Duration increases per level, cooldown decreases per level.
> Eagle Eye [Active]: Allows you to focus on your sight, giving you an increased sight range. Also increases the range to detect units hidden in the dark. Movement speed is reduced while focussing. Drains mana until deactivated. Detecting range bonus increases per level, movement speed reduction decreases per level.
> Multi Shot [Active]: Fire multiple arrows simultaneously, increasing the chance to hit. Lethal at close range. The range is slightly reduced though. Higher levels decrease cooldown and increase the number of arrows fired.
Thieves
> Shadowmeld [Passive] (Initial skill, can be improved): Allows you to hide in the darkness and remain unseen from afar when standing still. Fading time decreases per level. Standing near light sources will reveal you!
> Backstab [Passive]: All Thieves will Backstab an enemy when they attack an enemy from behind: it dies instantly.
> Feign Death [Active] (Initial skill): All Thieves have the ability to feign death by pressing [Esc]. Guards will not automatically attack Thieves anymore. Only if a Guard is smart enough not to be fooled, it can click it to attack it and let other Guards know the Thief is not really dead.
Rogue
The Rogue is specialized in Disguising and stealth. Armed with daggers, which can also be thrown and/or tipped with poison. Deals low damage and has fast attack speed and movement speed. Can upgrade her daggers (more damage).
> Sneak [Active]: Allows you to slowly sneak around in the dark without being seen from afar. Drains mana while moving. Mana cost decreases per level. Sneaking near light sources will reveal you!
> Throw Dagger [Active]: Throws a dagger over a short distance, dealing damage when hitting a unit. If you hit someone from behind, the unit will be killed instantly. Damage increases per level, cooldown decreases per level. You need (extra) daggers [item] to use this ability.
> Disguise [Active]: Allows you to disguise as a villager or Town Guard. While disguised, enemies will not recognize you as an enemy, allowing you to walk past them without being noticed. Try to not be suspicous; if they recognize you, you will be unmasked! Some clothes/armor are harder to use as a disguise, so they need a higher level. Mana cost decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): When standing behind a neutral or enemy unit, just select it to steal all his items and gold carried. [This can also be used to steal keys carried by heavily guarded (AI), important persons (like the King or the Bishop), needed to open vaults to steal certain artifacts]
Shadow Hunter
The Shadow Hunter is specialized in combining both ranged and melee attacks. Her bow is useful to shoot arrows, water arrows or poison-tipped arrows. Deals low-medium damage with her short swords, has a medium-fast attack speed and movement speed. Can upgrade her swords (more damage) and bow (more range and maximum damage).
> Sneak [Active]: [Same as Rogue]
> Archery Skill [Passive] = Shoot Arrow [Active]: [Almost same as Archer, but has a smaller quiver. Is also required to use Water Arrows [item] and can only shoot in a straight line]
> Jump [Active]: Jump over small obstacles like fences to let your enemy behind or to come somewhere easier. Mana and cooldown time decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): [Same as Rogue]
Assassin
The Assassin is melee fighter, armed with two short blades. Less stealthy, but a bit stronger and very agile fighter. Deals medium damage and has a fast attack speed and movement speed. Can upgrade his blades (more damage).
> Sprint [Active]: [Same as Swordsman]
> Dash [Active]: Dashes a short distance towards a target, allowing you to strike an enemy very swift. When you hit a unit while dashing, bonus damage will be dealt. Extremely useful for backstabbing. Bonus damage increases per level, cooldown decreases per level.
> Jump [Active]: [Same as Shadow Hunter]
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
Items etc.
> Arrows (Archer): The Archer needs arrows to shoot. He gets a lot of them at start, but when he runs out of arrows, he can get new ones (for free) at an ammunition depot. These are at a few places in town. (Thieves with the lockpicking skill can also steal arrows here)
> Torch: Setup a torch somewhere to illuminate a dark area to detect hidden units.
> Tinderbox: Light up a torch or other light source that is not burning (anymore).
> Guard Dog: Buy a Guard Dog (AI controlled, use Whistle [item] to give commands) to help you find hidden Thieves.
> Net (Archer): The Archer gets only 1 net provided by the King. If he wants more nets, he has to buy them.
> Drill Arrows (Archer): These arrows make a unit keep bleeding after a hit. This can only be stopped by treating it with a bandage [item].
> Arrows (Shadow Hunter): The hunter needs arrows to use her Archery Skill. She can buy them, or just kill an Archer.
> Water Arrows (Shadow Hunter): These arrows are used to douse light sources and make illuminated areas dark, so stealth abilities like Shadowmeld and Sneak can be used.
> Poison (Rogue: Daggers / Shadow Hunter: Arrows): Tip an arrow or a dagger (for both throwing or stabbing once) with this poison. The poison deals extra damage over time and makes units disoriented, causing a swaying effect to their vision, their sight range to be reduced, lose the ability to parry and have a 70% chance to miss on melee attacks. The effect lasts for 10 seconds. A double dose immediately kills the unit.
> Clothes & Decoy Frame (seperate items): A frame and various kinds of clothes to setup a Decoy. When you kill a unit, it will also drop their clothes.
> Book “The Art of Lockpicking”: This book allows you to learn the basics of Lockpicking and you will also learn faster (level-up) while trying after reading this book.
> Lockpicking Tools: You need these tools to pick locks.
> Sleeping Gas Bomb: Throw at a target to make all units in that area fall asleep -> they can’t do anything and have no sight for a couple of seconds.
> Magnesium Bomb: Throw at a target to blind all units for a few seconds (players get white screen) who look at the explosion (must be visible to player and unit must face that direction)
> Camo Clothes: Gives you a dark green color which makes it harder for enemies to see you when in forests/bushes.
> Caltrops: Throw some (tiny, hard to see) caltrops on the ground, to damage any unit a little bit that accidentally walks over it and slows down its movement speed for some seconds.
> Dog Food (drenched in sleeping potion): Track guard dogs with this food. When a dog eats of it, it will fall into sleep.
That's it for now. Any suggestions for new characters, abilities or items are very welcome!
I’m almost ready with the triggers etc of everything I’ve described. But I’m still looking for someone who wants to help me with the terrain! If you are excited to help me with this project, would be really great!
There are just a few things I want the terrain to be:
- The theme is medieval (like most of the warcraft stuff)
- No magic, I want the map to be as realistic as possible
- The map should be a village in the middle, with something like a wall or tree-wall with only 2 gates (I already made the gates and the way it works to open/close them). And some various kinds of natural environments surrounding it (like forests, rivers, farmland etc.)
- In the village (and around), there should be various hiding places, as described in section 'Stealth - Hiding in the environment'. So I want lots of doodads, destructibles, corners, coves etc. And I also want houses and other buildings that units can actually enter (I already made doors and triggered how to open/close them etc, but I don't have really proper walls or something for it..)
You can also make 'units' where a Thief can hide in. Like a well with a 'cargo hold'. I will make it so, that any Guard coming near, can click it to 'check' and when someone's in there, it will automatically come out. Or like a barrel, which a guard can smash by attacking it, to check if someone's inside. And you can make lots of bushes etc. I think, as a terrainer, you will probably have plenty of these ideas (I hope). So you're free to introduce any ideas!
- Most of the terrain should be at the same cliff level, because different cliff heights will affect arrows and other ranged attacks/abilities..
Are you excited to help me with this project? Please reply here, or send me a PM!
- The theme is medieval (like most of the warcraft stuff)
- No magic, I want the map to be as realistic as possible
- The map should be a village in the middle, with something like a wall or tree-wall with only 2 gates (I already made the gates and the way it works to open/close them). And some various kinds of natural environments surrounding it (like forests, rivers, farmland etc.)
- In the village (and around), there should be various hiding places, as described in section 'Stealth - Hiding in the environment'. So I want lots of doodads, destructibles, corners, coves etc. And I also want houses and other buildings that units can actually enter (I already made doors and triggered how to open/close them etc, but I don't have really proper walls or something for it..)
You can also make 'units' where a Thief can hide in. Like a well with a 'cargo hold'. I will make it so, that any Guard coming near, can click it to 'check' and when someone's in there, it will automatically come out. Or like a barrel, which a guard can smash by attacking it, to check if someone's inside. And you can make lots of bushes etc. I think, as a terrainer, you will probably have plenty of these ideas (I hope). So you're free to introduce any ideas!
- Most of the terrain should be at the same cliff level, because different cliff heights will affect arrows and other ranged attacks/abilities..
Are you excited to help me with this project? Please reply here, or send me a PM!
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