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TIGSource ForumsCommunityDevLogsBattle in the Drum of Every Heart (brave class prototype! :O)
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Author Topic: Battle in the Drum of Every Heart (brave class prototype! :O)  (Read 41137 times)
Laremere
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« Reply #100 on: December 15, 2008, 09:27:31 PM »

Yay for reproduction that adds nothing to the topic:
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« Reply #101 on: December 16, 2008, 08:20:56 AM »

Like I said, I think the buffalo should be most useful for trampling cultivator plants. They could destroy teleporters, get rid of traps without being hurt, and just generally stomp everything the cultivators work on.
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« Reply #102 on: December 16, 2008, 12:18:20 PM »

They could also be useful for knocking back players mayhaps.  Gentleman
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michael
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« Reply #103 on: December 16, 2008, 01:02:36 PM »

buffalo riders and charge, which allows them to go really fast, damaging anything in its path (it will be possible to jump over them) until they run out of spirit or sustain too much damage. they can also head butt or donkey kick, which knocks enemies up into the air. so they're still rather competent in melee, they just need support (which is what we want them to want). ive also been thinking that they a throwing spear with a long reload time.

im wary this generic rider idea, and the mounting/dismounting of various animals. this both adds a lot of complexity to the balancing and technical aspects of the game and waters down the tight simplicity of the game design, which is very important to me. my hope was to design this game around strong archetypes of the culture, boiling down details and elements into a rich and hearty broth. i dont know if i articulated my point very well.

so ya, i think buffalo rider should stay a buffalo rider. but i like the idea of people hoping in the wild animals he tames, just for increased movement speed or something.  i think his mobility issues can be soothed simply by good level design.


next focus unless people have more brainstorming they want to do. lets start talking about class stats. the game can certainly be lush, but it like i was mentioned in the beginning, we want to make a simple, tight, accessible game. so i was thinking that the stats would be:
- health
- speed
- spirit (kinda like mana/stamina)
- damage (obviously varies with attacks)
- jump height

these simple simple enough. but just because theyre simple doesnt mean we cant be innovative with them. there were a lot of good ideas for health already. so what do you guys think? i wanna just talk about all the cool things the classes could do. but i feel that we need some framework to fit them into first.

i also want to thank everybody again. i really hope that this project continues to be a group effort, because im having a lot of fun and learning so much about game design.
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« Reply #104 on: December 16, 2008, 01:10:11 PM »

Brave:

Health: 50% + 50%
Speed: 100%
Spirit: 100%
Damage: 100%
Jump: 100%

We can base it on this maybe?
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JLJac
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« Reply #105 on: December 16, 2008, 01:12:33 PM »

Would propably make a scout something like

Scout:

Health: 40% + 30%
Speed: 120%
Spirit: 110%
Damage: 60%
Jump: 80% + 60%
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Valter
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« Reply #106 on: December 16, 2008, 01:24:46 PM »

Nah, the brave is the only primary fighter. It's going to have more health and damage, with less speed, spirit and jump.

Remember everybody, the brave isn't just a "generic dude". It's a class unto itself, the primary warrior. Some of his stats are going to be skewed to make him fun to play as.
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sereneworx
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« Reply #107 on: December 16, 2008, 01:32:42 PM »

Shaman:

Health 40%
Speed: 90%
Spirit: 210%
Damage: 90%
Jump: 60%
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salade
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« Reply #108 on: December 16, 2008, 01:36:51 PM »

Only, like someone said earlier, it'd be more of a transport than super-offensive. The buffalo rider would always be on his buffalo, and teammates can jump on the back and use their abilities.
best idea so far

The brave needs something unique, like the solider in tf2 has missles. this looks like it would be the tomahawk, so that has to do something special.

can somebody explain what exactly spirit is? like how it could help you?
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michael
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« Reply #109 on: December 16, 2008, 01:59:46 PM »

its like stamina, mana combined. all abilities would drain some amount of spirit, more powerful abilities would drain more. it would replenish over time, and like maybe faster if youre not moving.

so things like the buffalo riders charge, and the scout being in stealth mode, or the cultivator growing a plant would all drain spirit. i was initially thinking that even standard attacks would drain a very small amount of energy, mostly to prevent people from senseless button mashing.
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michael
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« Reply #110 on: December 16, 2008, 07:01:45 PM »

also

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« Reply #111 on: December 16, 2008, 07:03:39 PM »

also


Awe-ee-ee-ee-e-some dude.
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« Reply #112 on: December 16, 2008, 07:15:03 PM »

Single file, Indian STYLIN'

Are we done with the stereotype based puns?

God, I hope not. Puns are the best.
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« Reply #113 on: December 16, 2008, 07:26:15 PM »

oh, hey FishyBoy


If this game ever gets completed, it will be badass. I don't know about anyone else, but when I think of natives, I think of teepees. Why not have a mechanic to set up teepees as temporary checkpoints/respawn point or something?
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michael
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« Reply #114 on: December 16, 2008, 07:42:01 PM »

ya! i think thats a very good, simple, and useful idea. originally i was thinking to have a handful of buildings, but now im not so sure that they would work in this game, also we want to give those kinds of abilities to the cultivator. but a checkpoint/spawn point is a good idea and is something that the chief could set up.
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« Reply #115 on: December 16, 2008, 09:19:59 PM »

ACtually, we could incorporate this as another use of the buffalo rider (which im sorry, im just all over the buffalo rider), because they made teepees to be portable, so rather than setting up multiple teepees, we could have it that the buffalo rider can carry it out.  This adds a tactical layer to the placement, because if the totem emains where it is, and your base if right up in the opposition half, you have lesss of a chance to stop them getting though to you totem and getting back to their base, whereas if you remain back, its hard to push against their defensive lines.

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JLJac
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« Reply #116 on: December 16, 2008, 09:41:34 PM »

Nah, the brave is the only primary fighter. It's going to have more health and damage, with less speed, spirit and jump.

Remember everybody, the brave isn't just a "generic dude". It's a class unto itself, the primary warrior. Some of his stats are going to be skewed to make him fun to play as.

I know, but since every class has very special stats there isn't really any standards to go from when creating them, so if you just pick one and name all his stats 100% you now how much the others have have relative him. If you set the speed of the brave to 100% you know that the scout's speed will be 120%, or x1.2 of his. At this point we don't even know what the speed actually means, but with this system we can know that if the brave move at 10 pxls/frame the scout is supposed to move 12.

This also means that when someone starts to put the engine togheter they can just type in the code somthing like this:

MOVE = ALLAROUNDSPEED*MYSPEEDFACTOR

Where MYSPEEDFACTOR is 1.2 for a scout, 1.0 for a brave, 0.9 for a shaman and so on. We could as well make the scout have 1.0 and the brave have 0.8333 with the same result. Everything is realtive, but we need somewhere to start.

You get what I'm trying to say? Huh?

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michael
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« Reply #117 on: December 20, 2008, 01:13:18 PM »

its brave time  Smiley


1.simple throw
2.click, hold and release to throw farther
3.aim up and down + normal or charged throw this would allow the brave a lot of accuracy and the ability to throw around obstacles.
4. warcray buffs up self and nearby teammates
5. hold down left and right key + attack two swing around in a close range whirl attack. this move could possibly be continuous, ending only when the player releases the mouse or spirit runs out.
6a. upon landing from a jump, if the down key is pressed at the right moment the brave executes a thunder stomp move that stuns nearby enemies.
6b. if the brave press downdowndown+attack in the right timeframe he executes a thunderstomp plus a small wave attack in the direction hes facing.

i didnt think to much about how the stomp attack would be executed, theres probably a much better way to go about invoking it. i think he should still have a few more moves, and his main attack might want some tweaking. what do you guys think?
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« Reply #118 on: December 20, 2008, 01:27:54 PM »

I like it, although wacky button combos = bad.


How about if you press down right at the top of the jump, you initiate the normal stomp, and if you manage to also press down right at the end of the jump, you initiate the special super shockwave.
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godsavant
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« Reply #119 on: December 20, 2008, 01:41:01 PM »

Lovin' the sketches here.

So all the moves except the tomahawk throws will use spirit, right?
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