- Joined
- Feb 27, 2019
- Messages
- 401
Hello,
First of all, my project, Xnd Hero Siege is the work of the famous map serie X Hero Siege made by Sogat. I somehow got an editable version of X Hero Siege 3.33, fixed some bugs and added a few features. More details in the projet page here: Xnd Hero Siege 1.0.
The first version of the map is tested and ready. However it miss one key feature players desire : more fun in the 2nd phase of the game, the phase after "Final Wave" where you have to kill 7 bosses to win the game.
I have tons of ideas and would love to get in contact with experts to:
1 - Discuss/review my ideas
2 - Imagine other/better ideas
3 - Contribute to developments. Currently I am the only developer, and not available 24h/24
Here are the ideas I already have, classed by difficulty (according to my knowledge) :
Ideas to improve boss fights
Ideas to improve terrain/environment
First of all, my project, Xnd Hero Siege is the work of the famous map serie X Hero Siege made by Sogat. I somehow got an editable version of X Hero Siege 3.33, fixed some bugs and added a few features. More details in the projet page here: Xnd Hero Siege 1.0.
The first version of the map is tested and ready. However it miss one key feature players desire : more fun in the 2nd phase of the game, the phase after "Final Wave" where you have to kill 7 bosses to win the game.
I have tons of ideas and would love to get in contact with experts to:
1 - Discuss/review my ideas
2 - Imagine other/better ideas
3 - Contribute to developments. Currently I am the only developer, and not available 24h/24
Here are the ideas I already have, classed by difficulty (according to my knowledge) :
Ideas to improve boss fights
1 | Easy | If you don't kill it quickly, boss stats grow untill it becomes impossible to win. |
2 | Easy | Boss changes of behavior when below a certain % of life. |
3 | Easy | Boss casts devastating spells with long cast-time, players have to dodge the target areas or hide behind environment doodads. |
4 | Easy | Boss start moving to look for an item or power-circle. Players have to stop him by doing enough damages before he reaches the item. |
5 | Easy | Boss sometimes create a region of DOT (lava, ice or poison) around himself. |
6 | Easy | Boss randomly throws projectiles (barrels, bombs...) in slow-motion. Players have to dodge them. |
7 | Medium | Boss have different postures. Defending=receive less damage, returns % of the damage. Attacking=players have to dodge, Wounded=receive more damages, Healing=immune to damages, but chances to get stunt. |
8 | Medium | Boss does a big charge (carrion beetle model), and gets stunt if players make him hit a wall. |
9 | Medium | Players meet an allied (sadistic) PNJ with a quest. If players are merciless and kill him now there is no problem. If they help him, he betrays them, becomes too strong and kills them. |
Ideas to improve terrain/environment
10 | Easy | An effect that moves randmly in region and deals devastating damages to both allies & foes (meteor fall, light ray, swarm) |
11 | Easy | A new foe named "Death" moves in the map, if players don't dodge it, it insta-kills them. |
12 | Medium | In the 2 corridors before the boss, add periodic devastating linear attacks (spells or vorpal blades) as traps players have to dodge. |
13 | Hard | Make a maze, with monsters, death zones, doors and revive at save-point. |
14 | Hard | Mini-prisons pop randmly and block/hurt the player |
15 | Hard | Random parts of the floor rise-up. Any unit not on the raised parts takes tremendous damages |