Powermongers is a 1v1 real-time-strategy game, with gameplay elements from MOBA and Card Games. It is a humble experimentation, still at infant stage. Available at the EU arcade!
Build your deck
The player assembles a deck, by picking cards from three races (protoss, terran and zerg). Each race offers unique units and utilities (in the form of effects and abilities, which are both targeted and instant) Each card may be added to the deck up to a maximum of 5 times, with Marines, Zerglings and Zealots being exceptions. The player can put unlimited number of these to the deck.
Play your cards
The game begins with 8 cards at hand. A card belonging to a specific race produces periodically a resource associated with that race, which is then used to deploy a card belonging to the race under consideration. (a Zerg card produces Vespene resource periodically, which is then used to utilize Zerg cards, but not Protoss and Terran Cards)
The player draws cards periodically, whenever there is a vacant card slot at hand.
Units can be both deployed to guard a position, and to attack the enemy comand center. Note that once deployed, the units cannot be controlled by the player in any way.
Win the game!
The player wins the game by either capturing the Xel Naga towers scattered around the map (by deploying stationary ground units next to them) and generating enough victory points (1000) or by destroying the enemy Command Center.
That's it! Find it under Arcade with the name Powermongers!
(we have also an AI, if you want to solo!)
Constructive criticism, gameplay and design suggestions, bug reports are welcome!
i followed your comment, but im not sure i get it right (my experience is rather limited)
so please correct me if im wrong.
all 'heroes' get all the abilities of all heroes placed on map.
the abilities which are not stolen yet, are also included in the abilities' list for each individual hero, but they are not assigned to some command card positions.
all heroes get a buff-behavior, included in an effect, which appears at the command card as a distinct ability, which will enable them to unlock the ability at the command card, as if it was stolen. basically what buff does is to unlock the primary ability of the target hero at the command card of the source hero (UI override field)
also, regarding the switch effect thing, could you please point out that thread?
i am trying to create a custom ability, which will enable a unit(consider it a hero) to transfer an ability from another unit to itself.
- the ability will only function when the target unit has less than %20 health.
- the ability will have a 1 seconds of channel time.
- it will not scale with levels of the unit.
did some search; there are very good tutorials for projectile based abilities but not for this one.
any help is much appreciated! (for the sake of getting it started, i am inclined to ignore the three items of the list )
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Powermongers is a 1v1 real-time-strategy game, with gameplay elements from MOBA and Card Games. It is a humble experimentation, still at infant stage. Available at the EU arcade!
Build your deck
The player assembles a deck, by picking cards from three races (protoss, terran and zerg). Each race offers unique units and utilities (in the form of effects and abilities, which are both targeted and instant) Each card may be added to the deck up to a maximum of 5 times, with Marines, Zerglings and Zealots being exceptions. The player can put unlimited number of these to the deck.
Play your cards
The game begins with 8 cards at hand. A card belonging to a specific race produces periodically a resource associated with that race, which is then used to deploy a card belonging to the race under consideration. (a Zerg card produces Vespene resource periodically, which is then used to utilize Zerg cards, but not Protoss and Terran Cards)
The player draws cards periodically, whenever there is a vacant card slot at hand.
Units can be both deployed to guard a position, and to attack the enemy comand center. Note that once deployed, the units cannot be controlled by the player in any way.
Win the game!
The player wins the game by either capturing the Xel Naga towers scattered around the map (by deploying stationary ground units next to them) and generating enough victory points (1000) or by destroying the enemy Command Center.
That's it! Find it under Arcade with the name Powermongers!
(we have also an AI, if you want to solo!)
Constructive criticism, gameplay and design suggestions, bug reports are welcome!
Have a lovely day!
0
@DrSuperEvil: Go
the map will have a total of 4 players max (for now, it might be 8 in the future). 1 ability will be stolen per player (thats fixed).
but you are right, in case the number of abilities (to be stolen) increases, using switch might be more sensible.
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@DrSuperEvil: Go
its clearer now.
i think i will try to use the buff. Switch might be a bit more complicated. (at least for me)
again, thanks a lot!
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@DrSuperEvil: Go
thanks for the quick reply!
i followed your comment, but im not sure i get it right (my experience is rather limited)
so please correct me if im wrong.
also, regarding the switch effect thing, could you please point out that thread?
0
hi,
i am trying to create a custom ability, which will enable a unit(consider it a hero) to transfer an ability from another unit to itself.
- the ability will only function when the target unit has less than %20 health. - the ability will have a 1 seconds of channel time. - it will not scale with levels of the unit.
did some search; there are very good tutorials for projectile based abilities but not for this one.
any help is much appreciated! (for the sake of getting it started, i am inclined to ignore the three items of the list )
thanks in advance!