Pixelmonster

Brainstorming for Pixelmonster

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Pixelmonster 作者: Mind Map: Pixelmonster

1. Clanshop (currency from clan activities)

1.1. Buildings for the Clan castle

1.1.1. Player owned buildings (stats for clan fights only for players monsters)

1.1.2. Global clanbuildings

1.1.2.1. more Gate Hp

1.1.2.2. More slots for defending monsters

1.1.2.3. better strategic positions

2. Guilds/Clans/Brooderhood

2.1. Defend a Clancastle, beeing attacked on multiple sides

2.2. Opponent Clan decides which monsters to deploy in what order on what side.

2.3. Every Clan can only use the monsters they own. So you have to decide what to use for defense and what to attack. (Also gives double aquiring of Monsters a sense)

3. Shop

3.1. Normal shop (ingame currency/real money)

3.1.1. Monster Aquiring

3.1.2. Currency

3.1.3. Exp Booster

4. Gear

4.1. different Rarity

4.2. random stats

4.3. Armour, weapon, Jewelery

4.4. additive boni

5. Runes

5.1. different rarity

5.2. runesets have different bonus effects

5.3. random stats

6. Monster Creation

6.1. Consist of multiple components

6.1.1. Base Creatures "Chassis"

6.1.1.1. Determine only visuals and base attributes

6.1.2. "Elemental Cores"

6.1.2.1. Determine offensive and defensive bonuses, and type of SOME skills

6.1.2.1.1. Give active and passive skills to the Monster

6.1.3. "Techniques" / "Skill Books"

6.1.3.1. Effect may be increased or changed by "Elemental Cores/Souls"

6.1.4. "Souls"

6.1.4.1. Provice certain strong, game changing bonuses or mechanics at the cost of a serious draw back.

6.1.4.1.1. Different rarities with different bonuses, some souls rarer and more powerful than others

6.1.4.2. # of Rune slots

6.1.5. More...?

7. Monster

7.1. Stats

7.1.1. Basestats

7.1.1.1. Attack absolute

7.1.1.2. Defense absolute

7.1.1.3. HP absolute

7.1.2. secondary stats

7.1.2.1. Atk.Spd %

7.1.2.2. Crit %

7.1.2.3. Crit.Dmg %

7.1.2.4. Hit %

7.1.2.5. Penetration %

7.2. Types

7.2.1. Rock/Paper/Scissor Style:

7.2.1.1. 3 "normals", with advantages/disadvantages against each other

7.2.1.1.1. I.e: Fire, Ice, Lighting

7.2.1.2. 2 "special", neutral against 3 "normals", advantages/disadvantages against each other

7.2.1.2.1. I.e: Holy, Unholy

7.2.2. Complex Style:

7.2.2.1. Elements

7.2.2.1.1. are not inherently "strong" or "weak" against one another

7.2.2.2. Every element has an OFFENSIVE BONUS and a DEFENSIVE BONUS

7.3. Passivetree

7.3.1. Passive points

7.3.1.1. base points through leveling

7.3.1.2. more points through items gathered ingame? doing dungeons?

7.3.2. Each type of passivetree has the same nodes (maybe later hybrid classes?)

7.3.3. Types

7.3.3.1. Warrior

7.3.3.2. Tank

7.3.3.3. Support

7.3.3.4. Healer

7.3.3.5. ... to be added

7.4. Levelsystem

7.4.1. XP is obtained by killing monsters when defending or doing dungeons

7.4.2. Each level gives an multiplicative boni to basestats 1% - 100%

7.5. Obtaining Monster

7.5.1. Sort of random aquiring through items, gathered in the game/from the shop

7.5.2. Higher rarity = lower chance of getting

7.6. Skills

7.6.1. Actives

7.6.2. Passives

7.7. Gear/Runes

7.7.1. aquired by doing dungeons

7.7.2. gear should be visible in any kind

7.7.3. runes just give stats

8. Player Castle

8.1. Stats

8.1.1. HP

8.2. Levelsystem

8.2.1. Level starts at 1 to XX

8.2.2. XP is aquired the same when monsers are leveling but just a % of that

8.2.3. Slots for defending monsters depends on level of castle. Maybe better strategic slots for monsters

8.3. Skilltree?

9. Wavesystem

9.1. Monsters storming the front, damaging the castle when they reach the gate.

9.2. Incremental difficulty increase.

9.3. Early levels easier, later levels get stronger faster

9.4. Monsters are from the monsterpool the Player can get? (maybe hard with current "fusion" model)

10. Dungeons

10.1. in dungeons you attack a castle/enemy

10.2. different Typed of dungeons

10.2.1. Gear

10.2.2. Runes

10.2.3. Monsterhunting

10.2.4. Some sort of time limited dungeon, resets once a month

10.3. Different levels (difficulty) of dungeons

11. Mana?

11.1. Player Mana

11.1.1. Slowly recharging account-wide resource

11.1.1.1. can be focused on with buildings and upgrades

11.1.2. used to cast powerful and rare spells during PVP

11.1.2.1. actively while playing yourself

11.1.2.2. or passively by imbuing traps/towers for when AFKing

11.2. Monster Mana

11.2.1. Limits spell use, instead/in addition to cooldown

11.2.2. Could be an attribute of monsters

11.2.3. further differentiates "casters" from "attackers", with hybrid in between