If anyone could do these spells for me in vjass, that'd be wonderful (I'll be doing the first bomb passive, but I'd really rather be making a map than doing all of them).
I can do them all, it'll just take me awhile to get to them ;\ (I still got 4-7 more systems to write to really be able to start mapping).
I also might be interested in joining this group at some point, but I'd only be taking a select few tasks ;P.
1. Final Fantasy Bomb Passive (I'm making this one. This is just here to show how the bomb unit works)
Whenever a unit gets hit by a physical or spell attack from an enemy (may be physical, spell, or both), their hit count goes up. When their hit count reaches a certain value, they explode, damaging all nearby units for spell damage through JASS (AdvDamageEvent). As time passes by, their hit count slowly decreases. This type of passive ability makes quick attacking low damage units as well as certain magic abilities (if some magic types are absorbed) nearly useless. Very resistant against magic (normally, but normally doesn't grow from magic attacks).
2. Pillar of Fire
Create a large literal pillar of fire (fire rotating upwards).
3. Sand Golem
Many units brought together to form one unit. The sand golem continues to reshape itself based on the sand making it up. As it's hit and sand is cleft from it, it grows smaller. As it regenerates or gets near sand, it grows larger. Sand golems can change shape for attacks and do just about anything. They are extremely powerful and their hp is based on the sand that makes it up. It can be a summon or a monster.
Abilities:
Sandstorm: The sand golem disperses into a locust type deal continuously damaging all units within the storm. Lasts until the golem decides to reform. The golem can still be destroyed.
Regular Attack: the sand golem can extend its arms and legs to reach a far distance for devastating attacks.
Shapeless Wonder: The sand golem becomes a shapeless mass of sand, moving about at incredible speeds with incredible regenerative powers. Anything caught in the mass will be entangles within the sand golem and may drown to death. As the sand golem hardens again, the things within it are crushed.
Makeshift: Regular form where attacks extend and what not. The sand golem is in its shape, but is still a whirl of sand.
Behemoth: The sand golem gains a physical rock hard form, turning into an indomitable tank. No regeneration but it reduces damage to nearly nothing. No spells will harm it and physical attacks will be nearly useless. The sand golem turns into an unstoppable tank.
4. Bomb (different elemental flavors)
Abilities:
Explode (explode after x number of hits)
Fire Ring (a ring of fire)
Fire spray (spray fire out of mouth)
Spinning attack (makes unit go in a 360 degree circle with radius depending on unit size damaging all units it comes across)
Rolling attack (roll forward a certain distance damaging all units it comes across)
Bash (plain hit)
Heat (damage all units based on their distance from the bomb and fire resistance)
An interesting system would be a cell-based dungeon system where dungeons are created by linking cell blocks together. Their should be a program or lua parser that can look inside of a map containing a dungeon, rip the script out, and make everything relative to an origin so that the things can properly be placed in a dungeon. The things should also be split up cell by cell. The terrain types should also be retrieved. This will mean that a map could have a very large number of dungeons in it (am amount of scripting that'll make a map approach 8 megs). I'll be eventually making this, but if someone beats me to it, I won't mind ; P. It'll mean less work for me =D.
Another interesting system (and another one I'll eventually get to) would be a platform system (like in platform genre games). When a unit gets on it, it moves with the platform and can swap to other platforms. Also prevent platforms from colliding with each other (given z level and zd of platform). When a unit goes off the platform, they fall. Their should be events for when a unit is on a platform and when a unit isn't on a platform as well as when a unit changes platforms.
Yes, I have very many cool ideas for games ; P.
Another interesting system would be destructable units (since destructables are very limiting). For example, a bridge made from a unit(s) or a wall or a floor. This will make more interesting 3D environments and would allow for things like expanding bridges. The platform idea should run off of this.