ShadowFall : Relic War
What happens when you combine Tower Defense, Defense of the Ancients, Capture the Flag, Nexus wars, and cyberpunk? ShadowFall! This project is still in early development, I hope to make an early release in October.
- 16 unique towers, 8 Towers per corp
- 12 unique mercenaries, 6 per corp
- 17 offensive structures per corp, in 3 tiers - 34 total
The Story
The Okami Corporation and SinTec have been acquiring ancient relics for decades. Now, the only relics left belong to these two megacorps. Anticipating the coming showdown, each has hired several mercenaries to defend these last relics. And each megacorp has devoted all their resources to this struggle.
This is the story of that showdown. Choose a megacorp and a mercenary, then crush your opposition. Each megacorp has 10 Relics when the game starts. Your team must possess all 20 to win. To acquire relics, build attacking structures to train troops for your cause. The mercenaries job is to defend your megacorp’s relics from these combatants. Build, fight, survive.
Three play "modes"
The game play will be in three distinct modes, each represented by a "screen button" which will not reside in the normal command card. Pushing any of the buttons will take the players camera to that view and give control over that associated units.
- Strategic mode : standard over top camera, allowing the player to interact with (upgrade, sell, research) their towers and units as in standard TD games
- Defense mode : will switch the camera to an over the shoulder 3rd person camera of your merc. Gives control of merc specific abilities and build abilities.
- Offense mode : will switch the camera to the dedicated build area. You will be given control of a phantom builder unit (the unit will not be visible but is only needed for game building purposes) and the build menus for offense structures will be visible.
Strategic Decisions:
- Weather to spend money making your Merc Defender better or on new attacking structures
- What types of attacking troops to build (armor bonuses will be similar to Retribution TD)
- Where to defend & build defense structures - the first 4 relics are VERY hard to defend, etc.
Well, the programming is almost done, should be done today and ready for data editing. Tardcartrider will be working on that, then it should be ready for testing!
auto revives after a long timer
their will be a reincarnation item (Called a DocWagon contract)
also a few of the mercs have reincarnation
Looks good. BTW what happens when the merc gets killed? Is there a timer and it auto revives? or do you have to spend minerals to revive him/her? Or purhcase a brand new merc and loose all the lvls you had? Lots of questions for the mercs today.
thanks Salmon. Im still fleshing out everything :)
Imo Kai Smith and Condottiero should be switched.
Big bulky marine as agility and a stealthy assassin as stamina... doesn't suit it
@ghost
let me know if I can help in any way on this map, testing / looking at code. Still learning the SC editor languages, but anything to help, just let me know. Weekends are obviously my most available times.
Well sounds great. Can't wait till it gets further along and we can all see it in action. :D
Development update:
Things are actually progressing much further than I anticipated.
What I have already got working and alpha tested;
I can at this point launch a game, build a barracks for each offense and watch all the guys capture all the relics. I'm pretty happy, the experience of Retribution is really helping.
I'm using the trigger method for now. This isn't a FPS (I'm not going to have cross-hairs or anything) so a tiny bit of lag is ok imo. Plus if we get to beta and people complain Ill get the other method in place.
@ghost
With the wasd movement are you using the trigger method or the ability/hotkey method?
The ability hotkey method is less laggy but harder to do and will be better in the longrun.
I probably need to put more though into what I call things in the game, to get the "feeling" right, so far now consider all names placeholders.
Also, there is no way in the sc2 engine to do culling, which is the non rendering of items that are not seen by the camera. So in order to make the third person view usable, I have had to lock the camera pitch at 37 degrees and lower the far clip on the camera. The only real result is that you cant look "up" at all the buildings and stuff. I'll try to incorporate those sorts of camera angles into cut scenes or something.
Kar initially I wasn't anticipating being able to get the relics back. But after some testing it made sense. Yes, the Mercs will have to get the relics back (I'm trying not to call them hero's as it goes against the whole bladerunner / shadowrun genre.
It will be EXTREMELY hard to get them back once they are captured however, as they will be behind the attacking structures and TONS of enemies.
Hmm..how do you get the relics back? Thats something im curious about? is the relic caried over to your relic area? Or do you need to take the heroes to get it back?
After some initial alpha testing, I'm going to need to make some map / terrain changes:
Status update on development:
I have completed all the code for wsad movement for the mercs and r-click mouse (the game play in Merc mode is extremely similar to wow)
I also have in 3 screen buttons that allow you to quickly change from the Merc control / view to "strategic" view - like a standard camera, and also to the "offensive" view which locks the camera over the offensive build area.
My next big hurdle is to create a single unit producing structure and get guys to get automatically queued and sent to a relic, then pick it up and retrieve it.
Its a really old desktop image I had...Like 7-10 years old lol
From Digital Blasphemy's gallery
the mercs are for defense only. I didn't want a hero arena type thing with heros vs heros.
Having relics increases your income speed and allows higher tier towers and upgrades
Each here will be able to build some of the towers for each side as well as unique abilities for defense
more attacking buildings will not directly increase income but will raise the likelihood of you capturing a relic
attacking units will be similar but different, I'm pretty sure all of Okami's units will have shields and SinTec will just have more hp
where did that image come from?
Im going for a semi blade runner / shadowrun feel
Also does capturing the enemy relics hurt your opponet any? Does it give extra resources? Does having more relics allow for more advance units/upgrades? Are the hero's and turrets the only defense that can be made? Can hero's be used on offense?
On a side note from all that..Look its your map :O
So like in nexus wars will number of attacking spawn buildings increase income? Is it possible for multiple people to have the same hero? Anyway I could see a Possible pathing arrow? Kinda confused in center, I think I understand the order but I hate assumptions. :P
Are the spawn units going to be uniquely named for each side but yet have similar stats?
I.E.: Sintecs basic attacking unit could be a roach(just using it to have an image) and Okami's basic attacking unit could be a zealot. They could have similar attributes but the zealot could actualy still have shields that recover while the roach recovers HP.
You might hate me before a test version is even up. XD