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Myrm Stones por Mind Map: Myrm Stones

1. Non fixed rounds

1.1. Objectives

1.1.1. Myrm stones

1.1.1.1. Exist for 30 sec, then they turn into solid stone and can't be damaged.

1.1.1.2. Breaking a stone deals 10 damage to the boss, when he has received 100 damage, he spawns in the next arena

1.1.1.2.1. or should he spawn in the current arena?

1.1.1.3. There are 5 myrm stones in all arenas

1.1.2. Pressure plates

1.1.2.1. Stand on them for 2 sec, moving away looses their progress

1.1.3. Transport object

1.1.3.1. Pick up and place it at certain location

1.1.3.1.1. Replaces your main attack with a drop item functionality

1.1.4. Hostages

1.1.4.1. Move close to free them, and ensure they survive for the remainder of the arena

1.1.5. Collectables

1.1.5.1. The prison

1.1.5.1.1. Pick it up and be imprisoned for 3 sec

1.1.5.2. Silencer

1.1.5.2.1. Pick up, get silenced

1.2. -

1.2.1. Pros

1.2.1.1. More tense from the start, start of the game matters more

1.2.1.2. Consumables more relevant

1.2.1.3. Anti turtle

1.2.1.4. Varied length

1.2.1.5. Cards even more relevant, you could e.g. use your bomb card for more rounds now.

1.2.2. Cons

1.2.2.1. Added complexity

1.2.2.2. Might be hard to balance

1.2.2.3. How to do event levels?

1.2.2.3.1. E.g. between matches

1.3. Destroying one will make the remainder of the arena hard

1.3.1. I.e. opening a summoning portal

1.3.2. Forming a cannon etc

1.4. Issues

1.4.1. Gives more gold to beat more enemies

1.4.1.1. Only drop gold from myrm stones and objectives?

1.4.1.2. Or try to balance by giving gold bonus for how few arenas you went trough before winning

1.4.2. Time?

1.5. Design notes

1.5.1. Match loading can explain the objective rules just like in Hots

1.5.2. Difficulty is greatly increased for each arena

1.5.3. Arena progression bar only shown in card phase

2. Reflections

2.1. The game becomes very focused on rushing and then cleaning up

2.1.1. It kind of makes the clean up feel like a chore, rather than making the enemy fights the interesting thing

2.1.2. The early rush could make the game more repetitive, always about rushing out

2.2. Rushing into the arena, why isn't that cool?

2.2.1. It's like you're supposed to skip the actual content somehow

2.2.2. It's hard to make the companion feature work well with that

3. Main design pillars

3.1. Puzzle combat

3.2. Every play as fresh as possible

4. Problem now

4.1. 10 arenas very little varied

4.1.1. Needs more change over time

4.1.1.1. Events

4.1.1.2. Match progression

4.1.1.2.1. New units

5. Arenas

5.1. 1

5.2. 2

5.2.1. Target prioritization curse

5.3. 3

5.4. 4

5.4.1. Death beam survival

5.5. 5

5.5.1. Swarmer Shrine event

5.6. 6

5.6.1. Companion Challenge

5.7. 7

5.8. 8

6. Opponent must evolve

6.1. Should it be cooldowns?

6.2. How can boss evolve?

6.2.1. more wrath?

6.2.2. Unlock ability?

6.2.2.1. E.g. unlock passive ability in arena 4?

7. Lykkehjulet at the end of each arena

7.1. Target prio

7.2. Companion Kills

7.3. Stone destruction

7.4. Nothing

8. Event implementation reqs?

8.1. Parameters

8.1.1. Objective text

8.1.2. Specific arena

8.1.2.1. Choose none or select one

8.2. Rules

8.2.1. Can't occur during boss fight

8.2.2. Must scale with battle points

8.2.3. Must have an objective that can be failed or completed or something in between

8.3. Event examples

8.3.1. Get it in 10!

8.3.1.1. Every 10 sec an object spawns 10 meters from the player and the player has 10 seconds to reach it, to avoid damage.

8.3.1.1.1. Text to player

8.3.2. Companion kill

8.3.2.1. 10% of enemies are marked, and if those aren't killed by your companion, you take damage.

8.3.2.1.1. Text to player

8.3.3. Prioritized kills

8.3.3.1. A single enemy is marked, if any non-marked enemy is killed by the player, he takes damage. When ever the marked enemy is killed, a new enemy is marked.

8.3.3.1.1. Text to player

8.3.3.1.2. Notes

8.3.4. Survival

8.3.4.1. Survive for x seconds

8.3.5. Keep flames ignited

8.3.6. Fill pressure plates

8.3.6.1. Constantly summoning enemies, and player has to fill the pressure plates

8.3.7. Fill all the squares (mario style)

8.3.7.1. Grid layout, walking on a square turns it green, walking on it again, makes it natural, all squares needs to be green. While enemies are being summoned

8.3.8. All enemies have shared health

8.3.8.1. Means they will die simultaniously

8.4. Coinsidences

8.4.1. Treasure goblin

8.4.1.1. Treasure goblin should be aggroed from the start, and start close to you.

9. Things we need

9.1. A summoning portal

9.1.1. Generates 1 battle point per sec and chooses a random environment enemy to spawn when it has enough bp's. Continues like that.

9.1.2. Prioritizes spawning core units, i.e. 60% chance for core, 25% special, 15% rare

9.2. Categories

9.2.1. Survival

9.2.2. Agility

9.2.2.1. Usually timed stuff, where movement can be a bonus

9.2.3. Tactical

9.2.3.1. Kill prio etc

9.2.4. Special

9.2.4.1. Heavily scripted and unique

9.2.5. Implementation categories

9.2.5.1. Requires special map

9.2.5.1.1. Yes/no

9.3. Match is created

9.3.1. arena 2 has an event

9.3.1.1. It's a survival event

9.3.1.1.1. randomly choose an available survival map

10. Match progression

10.1. Now

10.1.1. Increased wrath in arena 4 and 8

10.2. Ideas

11. Thoughts

11.1. Bosses are like enemy moba champions

11.2. Events and environments are like the maps