Behold, the Slayers
(Lamest race name, right? At least it follows the naming convention of the race, if you disregard the plural anyway.)
This post is the final entry, I will link back to this if I update further.
3rd Oct Log:
A full list of heroes, units, upgrades and buildings can be found in the Design Document and of course also in the map, apart from a few missing entries. Major redesign on unit production today because I came to realize Dionesiist had already implemented something very similar to what I had in mind. The new system utilizes combinations - there are four types of spirits (Red - ground, Purple - range, Blue - mage, Green - high tier), designed somewhat in a rush because I didn't want to rework the whole tier structure. By combining pairs of spirits, you create a unit. The full list of combinations can be found in the Design Document as well as in the tooltip (gold, lumber and supply cost is displayed in gold, dark green and brown colours, for each entry, respectively) for the Combine ability. Combining will not work if you do not have the necessary resources, a debug message will show up telling you what's missing. Still need to implement a check for the 2.17 Stahlhammer and 2.18 Chaos Wyrm preventing you from forming them if you do not have the necessary buildings (although it works out for now, as you still need tier 3 town hall). There's also the obvious lack of building time at the moment.
The mana system is half-implemented; attacking units will provide mana based on your class and damage dealt. However, health regeneration based on mana is not yet implemented. Another big thing that still misses is hero abilities. I have most of it drafted, as is apparent in the Design Document, but as I'm fairly bad at coding in vJass, I will probably not be able to finish all of that by the end of the day. I might just throw in some custom object editor abilities for the sake of giving the heroes purpose. Still lacking some models and icons, and some unit names could really do with a makeover, but as I said, aesthetics will be last priority.
Design Document with credits, descriptions, stuff. I recommend you at least have a look to have an understanding of what's missing and how the techtree is meant to behave.
4th Oct Log:
Race is fully playable, most abilities have been implemented, almost all upgrades implemented (the ones missing are not even in the design document). Somewhat out of balance due to lacking build time, and I have not been able to balance test it. I think it should offer some fun new ways of playing melee, though. Key pieces being the spirit combination system and the mana system. No unit is made obsolete, they all have unique roles as well as their tier role - Machine Head has the Mosh Pit ability which makes it an excellent decoy or mageshield throughout the game, Toxotes have Tracker Wards which gives the player good map control potential, Soulfly is the detector unit and is obviously used all game, Judas Priest function as summoner, debuffer, mage-support and healer (depending on how you use it) making it an essential part of the game, Gojira is an exceptional debuffer able to decide the outcome of any equally matched battle, Amaranthe is an harassing unit and really doesn't belong in a head to head battle, Stahlhammer is great for low-tier smashing and is efficient against enemy towers due to it's repair-preventing Incinerating Bash, Chaos Wyrm can do a great deal of tanking, and counters enemy air strategies well, Immortal is your essential big-battle spellcaster, similar to the high templar, this guy devastates packs of units with his Dragon Blaze, he will need some time in combat to build up mana if no enemy spellcaster can provide and lastly, the Mayhem Machine is the skeleton of any large scale attack on a well fortified enemy base.
I'd also like to mention that if I ham able to implement the health regeneration system I want, Judas Priest's healer role will come to light with Double Potency, seeing as the idea with mana-to-health regeneration is that more mana makes you regenerates faster. Immortal would also rightfully stand for his name with the Greater Siphon yielding a similar result to Double Potency.
5th & 6th Oct TO-DO:
- Hero Abilities
Created 4 abilities for Khaos Maiden! (May Not Function Properly)
-
Health Regeneration System FIXED!
- Unit Abilities
FIXED!
- Unit Build Time
DISREGARDED*!
- Prolific Shapery
FIXED!
- Structure Upgrades
FIXED!
- Balancing
- Aesthetics
Added an icon!
* I've made spirits spawn slower, and Green Spirits (high tier) spawn even slower, to make up for the lack of building time - it is building time to wait for spirits anyway, although my experience is that there's an abundance of them for the most part.
LAST WORD:
A few issues that I just didn't manage to fix in time, I don't think the triggered abilities for the Khaos Maiden works properly. Balance is not tested properly, Computer players hardly count as opponents. The health and mana system isn't tweaked to perfection yet, so by ordering two Machine Head's to attack each other, they will eventually reach full mana and regenerate back, and although that was more or less the idea from the beginning, it's very easy to abuse for the Prolific Shapery. Mages also maintain their mana way too easily. While the tanks are actually not getting the regeneration benefit I wanted. Anyway, I won't drag this on, the post is already long enough. I'm half an hour late for the deadline, sorry, but I had to do a new preview and then I noticed a bugged icon, so I fixed. I wish I had more time to do aesthetics, but it's my own fault for starting late. I might use the techtree as a base for a few new resources, though.
IF THERE'S SOMETHING MISSING IN THE CREDIT (YOU FIND IT IN THE DESIGN DOCUMENT), PLEASE LET ME KNOW. I HAD ALL ALONG INTENDED TO CREDIT EVERYONE INVOLVED.