Smashcraft is my 2nd map project following "Left 4 Death", a competitive survival game based off of the cult-classic hit Left 4 Dead. Using a similar combat and aiming system to Left 4 Death, Smashcraft once again pits 2 teams against each other in a highly balanced and competitive 3v3 mini-tournament that spans 5 rounds. Best out of 3 wins!
What makes Smashcraft Unique
No levelling, no upgrades, no gear. You pick one character, and one talent at the start. Your talent is merely a way to counteract your opponent's team composition choices. Talents can include bonus stats against a certain class of character, or improved stealth detection, and even other bonuses. This way even the same old characters gain a brand new flavor each time you play them based on your talent pick.
Team composition will be important, and so will many other factors such as LOS, height advantage, and control of arena powerups. Here's a rundown of the unique systems in the game.
Aiming
Like in Left 4 Death, no attacks are ever homing, or auto-targetted. You can't just click an ability, click on your target, and win. You MUST aim EVERYTHING. Most basic attacks for ranged classes make use of their weapon, such a chaingun or a shotgun, or even a sniper rifle, and you fire in the intended direction. For attacks that automatically fire, you can change your facing direction in real-time with the shift key, which lets you rotate fire in the intended direction without re-starting your attack.
Fury Gauge
As you deal or take damage, your fury increases. When your fury gauge maxes out, you can unleash a super move, which will reduce it back to 0. These abilities are not meant to be incredibly overpowered, but they can turn the tide of a losing battle fairly quickly if your opponent doesn't react to them. You gain more fury if you take damage, or guard an attack (explained later). Dealing damage gives you a small fury boost, but you gain twice as much for taking damage.
Guarding
Every class can "block" an attack reactively with a 3 second cooldown defend ability. This will make you take 50% less damage for up to 1 second, and also attacks blocked with this effect will gain double fury! This is meant to allow players to reactively guard against potentially devastating attacks.
Evading
In addition to reactive blocking, you can also reactively evade an attack with the quick evasion ability. This will launch your character 3 distance in any direction instantly, which can help dodge fairly faster moving missile effects, or even to fake out another line based attack. This can also be used as an escape or chasing mechanism to keep up with a target or avoid them, duck behind LOS quickly, etc. The possibilities are endless with reactive abilities.
LOS, Ammo, and Reloading
With the aiming system comes the ability to use height, terrain, and line of sight to your advantage to avoid and gain the advantage over your opponents. Using terrain objects, you can avoid the line of fire from your enemies.
Ammo is limited, but all characters can reload. During reloading you gain your full clip back, but you can't move or act while loading your weapon.
Classes
Guardian: Generally have defensive abilities, more HP, and deal medium damage overall. Strong vs. Assaults, Weak vs. Psions.
Assault: Generally have more offensive abilities, mid-range HP, and deal heavy damage. Strong vs. Psions, Weak vs. Guardians.
Psions: Generally have casted abilities that deal heavy damage, afflict statuses, low HP. Strong vs. Guardians, Weak vs. Assaults.
Support: Healers, Debuffers, Buffers, usually have limited damage-oriented offensive abilities. HP varies. Not strong or weak vs. any class.
What I Need
The map will be split into several sections, each section will be its own arena, so you can have multiple arenas within the same map. Using terrain hiding you can even change teh skybox, fog effects, and other environmentals dynamically based on the arena to set the mood, the camera will then be restricted to the bounds of that arena region, to give the effect of multiple maps. Each arena should include multiple points of interest where LOS can be used, height advantages, and open as well as choke areas for combat. There should be at least 1-2 places where a powerup can spawn during a match to give the team that picks it up an advantage. So map control is important, as well as teamwork.
For this purpose, I need someone who can make some really nice looking terrain, as I fail at terraining. Other than that, the project is a solo job, a UI specialist would be nice, but I can make UI if necessary. I'll be doing all triggering, data editing, game balance/testing/design, and UI/gfx. Of course if you're not just good at only terrain, but any of the above, any help is appreciated!
A release is slated within the next 2 weeks, depending on terrain completion. PM or leave a reply *with a sample of your arena terraining ability* if you're interested.
About Smashcraft
Smashcraft is my 2nd map project following "Left 4 Death", a competitive survival game based off of the cult-classic hit Left 4 Dead. Using a similar combat and aiming system to Left 4 Death, Smashcraft once again pits 2 teams against each other in a highly balanced and competitive 3v3 mini-tournament that spans 5 rounds. Best out of 3 wins!
What makes Smashcraft Unique
No levelling, no upgrades, no gear. You pick one character, and one talent at the start. Your talent is merely a way to counteract your opponent's team composition choices. Talents can include bonus stats against a certain class of character, or improved stealth detection, and even other bonuses. This way even the same old characters gain a brand new flavor each time you play them based on your talent pick.
Team composition will be important, and so will many other factors such as LOS, height advantage, and control of arena powerups. Here's a rundown of the unique systems in the game.
Aiming
Like in Left 4 Death, no attacks are ever homing, or auto-targetted. You can't just click an ability, click on your target, and win. You MUST aim EVERYTHING. Most basic attacks for ranged classes make use of their weapon, such a chaingun or a shotgun, or even a sniper rifle, and you fire in the intended direction. For attacks that automatically fire, you can change your facing direction in real-time with the shift key, which lets you rotate fire in the intended direction without re-starting your attack.
Fury Gauge
As you deal or take damage, your fury increases. When your fury gauge maxes out, you can unleash a super move, which will reduce it back to 0. These abilities are not meant to be incredibly overpowered, but they can turn the tide of a losing battle fairly quickly if your opponent doesn't react to them. You gain more fury if you take damage, or guard an attack (explained later). Dealing damage gives you a small fury boost, but you gain twice as much for taking damage.
Guarding
Every class can "block" an attack reactively with a 3 second cooldown defend ability. This will make you take 50% less damage for up to 1 second, and also attacks blocked with this effect will gain double fury! This is meant to allow players to reactively guard against potentially devastating attacks.
Evading
In addition to reactive blocking, you can also reactively evade an attack with the quick evasion ability. This will launch your character 3 distance in any direction instantly, which can help dodge fairly faster moving missile effects, or even to fake out another line based attack. This can also be used as an escape or chasing mechanism to keep up with a target or avoid them, duck behind LOS quickly, etc. The possibilities are endless with reactive abilities.
LOS, Ammo, and Reloading
With the aiming system comes the ability to use height, terrain, and line of sight to your advantage to avoid and gain the advantage over your opponents. Using terrain objects, you can avoid the line of fire from your enemies.
Ammo is limited, but all characters can reload. During reloading you gain your full clip back, but you can't move or act while loading your weapon.
Classes
What I Need
The map will be split into several sections, each section will be its own arena, so you can have multiple arenas within the same map. Using terrain hiding you can even change teh skybox, fog effects, and other environmentals dynamically based on the arena to set the mood, the camera will then be restricted to the bounds of that arena region, to give the effect of multiple maps. Each arena should include multiple points of interest where LOS can be used, height advantages, and open as well as choke areas for combat. There should be at least 1-2 places where a powerup can spawn during a match to give the team that picks it up an advantage. So map control is important, as well as teamwork.
For this purpose, I need someone who can make some really nice looking terrain, as I fail at terraining. Other than that, the project is a solo job, a UI specialist would be nice, but I can make UI if necessary. I'll be doing all triggering, data editing, game balance/testing/design, and UI/gfx. Of course if you're not just good at only terrain, but any of the above, any help is appreciated!
A release is slated within the next 2 weeks, depending on terrain completion. PM or leave a reply *with a sample of your arena terraining ability* if you're interested.
Sincerely, Farmrush.
Nevermind. I'm retracting my offer.