Realms of Belligerence

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Realms of Belligerence

by Big Bad Bug » Wed Jul 22, 2015 3:46 pm

So, for the story, like the rest of the game, I have only a general idea for it. It involves 4 races: The Perallans, the Ferons, the Ederons, and the Uldenrai, each in the vast continent of Natsurka for their own reasons, all revolving around special gems that each race can use to magically power spells, machines, and anything else in between and beyond that.

The Perallans are similar to people, but they have uniquely dark silver hair and eyes, along with having faster technological prowess. They're the closest things to Dwarves in this game, being a bit short and rather stout but without a handle or a spout. The Perallans have come to Natsurka to harvest its resources and build greater machines at the expense of nature. In-game, they are expensive to start off with, requiring very permanent purchases to be made based on what they expect of the enemy so that they can stay prepared in case of attack. This is because their units are the most expensive in the game, and have by far the most upgrades, requiring time and care to be spent on each one as they craft more and more spectacular and mighty machines with which to tear down the enemy.

The Ferons are the most diverse faction, boasting units made of vegetation and mythical creatures. They were here first, and want to protect the sacred land of Natsurka from intruders of any kind, thinking that if they weren't born in the land, then they don't belong there. In-game, the Ferons have many units fit to very different tasks, so the need to be chosen carefully. However, players shouldn't spend too long on them, as they won't spend that much time or money making the units. They're all quickly and cheaply made, allowing the player to rush an army and fight swiftly and aggressively with a huge diversity of units, but they aren't that powerful. Not only do they need strength in numbers, but having as many different types of units won't cut it, as it could multiple of a certain class to achieve taking out specific enemy type. Their armies can reflect the diversity of others to best counter the, with all sorts of non-humanoid beasts.

The Ederons are similar to people in that they are humanoid, but one might consider them aliens due to their very long and thin limbs and large, often hairless heads. They have come to this land to further their knowledge, gaining more insight into the world to strenghten their magical capabilities, amassing more power. In battle, the Ederons are physically frail but have powerful abilities. Time should be spent levelling up the best units to gain more abilities, making them high priority targets. Mostly glass cannons, the Ederon units have quick bursts of immense power unrivaled by any army, but can only use it sparingly due to the cooldowns of their skills factoring in.

Finally, the Uldenrai are dark purple-skinned, four-armed, tall, and muscular humanoids. They were sent by the Gods to colonize this land and claim it as their territory, delivering the resources of it to the deities whom they serve. Loyal and unquestioning, each Uldenran has some power over reality along with great physical strength. In battle, they are the most balanced units in the sense that they have offensive and defensive capabilities. Forming large, effective armies isn't too difficult, but still costly compared to the Ferons, though not as difficult as the Perallans. Their main strength lies in their heroes, who are the most expensive units, but have great power as they have stronger connections to the Gods. Mid-game battles are their best time to win, as they can be midly upgraded and acquire some later-game units by then to ravage the enemy in style with their cool units and powers.

As each faction progresses through the land, encountering each other and waging war, they eventually stumble across a gem of power, which is an idea I got from my backstory about a hero I made. This gem has immense strength, and every faction can benefit from having it, ranging from powering their machines of war, restoring nature to its glory, obtaining vast and unparalleled knowledge and magical power, or summoning forth the worshipped Gods to the mortal realm to better be served.

Bythe end of the game, the lesson is learned that no group should think that it's better than another, because we're all equals. It can be taken symbolically to mean that actual war can be really petty and there's no point in fighting over such things when reality disagrees. Of course, sometimes violence is the answer, but not over menial, thoughtless things.

Uldenrai

Personally, these are my favorite race I've created. I like the design I came up for them the best and even if they don't have a very specific playstyle like the others, the very balanced stats and costs of the units makes for lots of options for how to strike down the enemy, along with their heroes being very strong. This is an opinion that will likely change as I continue to work on different factions, since this is the most thought-out race so far. Here is what I have:

Description: The purple-skinned, 4-armed extraterrestrial beings sent to the continent of Natsurka by the Gods to colonize it. They have existed for eons in another dimension, gathering special crystals to deliver to the Gods in exchange for prolonged life. Though many of them have died from the battles fought for these crystals, ancient members of their race still live on as legendary heroes with greater connections to the Gods. The Uldenrai will do anything and everything to serve the Gods to the fullest, and on this new continent they will let nothing stand in the way of finding new crystals to deliver to the sacred deities above, even if it requires the mass destruction of other races seeking the crystals.

This is the game's race description, available via an encyclopedia which constantly unlocks new information cards about certain things in the game, ranging from heroes to units to buildings to environments, all explicating further on the much more simple descriptions seen in-game. These are all unlocked through various means, and the Uldenrai description is available as soon as the factions is played as in any battle, be it the story mode or a skirmish map, and is immediately available as soon as the player exits the battle, due to a victory, a death, or simply quitting out.

DAKRAN

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Based on this hero idea.

"Though the Dragon God cannot enter the mortal plane normally, use the power of the Antediluvian Gem to summon the shade of the mightiest deity."

Encyclopedia Entry (EE): Dakran is the God of dragons, with an existential focus on power and control. He helps the loyal Uldenrai take over the land with enjoyment, as he can once more stretch his wings and be reminded of how immensely powerful he is. The Gem prevents his power from shattering reality by containing his might, reducing it to a shadow of his true self. However, as the Gem itself fails to summon a God at his full power nor make even the strongest of beings into Gods, the true virtue of the gem is questionable.

As is with all units, their entries are unlocked by getting them to level 10 in any battle. Dakran is the strongest God worshipped by the Uldenrai, and when they discovered that amongst the crystals they delivered to the Gods a stronger, more ancient gem, they all thought they could utilize it in a better way than the other crystals of power. The Antediluvian Gem, unable to be sent to the heavens due to it's power magnetizing it and binding it to Natsurka, holds an immense strength that both political parties of the Uldenrai fight over. One side seeks to make the most powerful Uldenran into a God to increase the power of their own army for further servitude and allow the Uldenran to achieve his dream of transcending into deification and bringing a greater prosperity to their race. However, the Gem was unable to fully do either of these things, leading to a further controversy over both the Gem and all other crystals, making the band of heretics within the Uldens rise in political power as the dispute manifests.

Here are Dakran's stats, and you can compare them to other units' to see the attempt at balance in the game (Numbers are extremely high to avoid decimals):

Available by delivering the Gem (found in a Capture-the-Flag styled system in skirmishes) to your base and recruiting for 10,000 Resources (R) and loading for 10 minutes.

HP (Health Points): 40,000 (+1000 per level) [50,000 total]
HL (Healing per second): 500 (+25) [750]
At (Attack): 750 True Damage (+25) [1,000]
-Breathes a black fireball dealing the damage each second for 4 seconds, attacking every 4 seconds.
M (Movement): 5 (Out of 10, the fastest)
Lvl (XP required to level up): 5,000 (+800) [11,400]
XP (XP given to units that contribute to killing him): 5,000 (+250) [7,500]
CP (Command Points, with 1,000 CP being the highest possible): 0
Ar (Armor): 0 P/M/F

Abilities

Watchful Eye: (Lvl 1) Blasts a selected area for 500 True Damage, making stricken enemies explode 3 seconds later for 2,500 True Damage.
-Selected area is a large thin rectangle, tracing the beams from Dakran's eyes -1.5 min cooldown

Soul Rend: (Lvl 2) Absorbs 25% of the current HP of a selected area's enemies and adds it to his wings for increased speed based on the health.
-Increases movement by 1 for every 5,000 HP absorbed, with a limit of 25,000 HP -AOE is a large circle -2m cooldown

Soul Repel: (Lvl 3) Sends a wing blast that unleashes 1,000 true damage initially along with all HP gathered from Soul Rend.
-Caps at 26,000 True Damage -Selected area is the same as Soul Rend -2m cooldown

Conversion: (Lvl 7) Alters reality to make slain units within a selected area become dark bolts dealing 2,500 True Damage in an explosion, lasting for 15 seconds.
-Slain units become bolts that launch at other nearby units or wait for close targets, disappearing after the effect wears off -2.5m cooldown

Shadowstorm: (Lvl 10) Breathes black clouds into the sky, cursing all enemies to be unable to use special abilities for 30s.
-Infinite Range -3m cooldown

Dakran has a very loud, echoing voice with a growl that persists with the echoes. He must speak a bit slowly to be coherent with his slow, deep echo. He, like all 4 of the heroes made by the Gem through their respective faction, says his first quote when spawned that all players can hear from anywhere on the battlefield, alerting them of the presence of the super weapon.

"Black Celebration!"
"Do I scare you?"
"The end is nigh!"
"BOW to the Dragon God!"
"Face your fears before my shadow!"
"Is it because I'm black?" (Killed)

Val'nus

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Built upon from this campaign's villain.

"The oldest and most powerful Uldenran will smite all in his way with his God-like control over reality."

EE: Val'nus is not the first of his kind and is immeasurably young compared to the original Uldenrai, lost to the aging of time. He has spent millennia seeking to as send into deific levels of power by focusing his mind on conceptualizing reality from every viewpoint and dimension at once that his mind can maintain. His superiority in nearly every way leaves him arrogant but with reason, as he is unstoppable at getting his way, possibly even so as he reaches closer and closer to the impossible deification.

Val'nus is the head of 1 of 3 main standpoints over the crystals, and of 1 of the 2 standpoints with massive political power. His group believes in using the crystal to ascend to Gods themselves, starting with Val'nus, so that they can no longer be servile to the original Gods. He constantly fights with Allar'n, who leads the other powerful viewpoint that the Gods are the ultimate authority and shouldn't be questioned. Both have their reasons, with Val'nus having his arrogance fuel his idea that the Gods are only so much more powerful and prolific than they, to the point where he thinks that he could become one and do a better job.

Available from the Fortress by paying 5,000 R and waiting 5 minutes.

HP: 30,000 (+1,000) [40,000]
HL: 200 (+20) [400]
At: 1,000 (+50) [1,500] Magic
-Shoots from each of his 4 arms a white beam that deals his attack damage. His upper pair of arms shoot once per second and his lower pair shoot every 1.5s.
M: 3 Floats above the ground
Lvl: 4,000 (+600) [8,800]
XP: 4,000 (+200) [6,000]
CP: 100
Ar: 500 M

Submission: (Lvl 1) Selected battalion of enemy units fall under your control until death.
-Targeted selection -1.5m cooldown

Illusion: (Lvl 3) Creates a clone with equal stats for 60s.
-Clone and Val'nus move a certain, equal distance away from Val'nus's location when he used the skill, and randomly places one in front of the other so that the enemy can't tell who the real and fake ones are. -3m cooldown

Lockdown: (Lvl 5) Freezes nearby enemies and structures in time for 10 seconds, rendering them unable to do anything.
-Large AOE starting from Val'nus's location -1m cooldown

Surrender: (Lvl 7) Forces targeted enemy hero under your control for 30 seconds.
-2.5m cooldown

Existential Obliteration: (Lvl 10) Wipes selected enemy or building from existence, undoing all harm caused within the last 30 seconds.
-4m cooldown

When speaking, Val'nus has a similar electric, echoing voice to Lilith, but deeper and more fearsome.
"Your minds are mine!"
"Apotheosis is just the beginning!"
"Revere those above you or SUFFER!"
"Don't surrender; I refuse to spare you."
"The world is in my grasp."
"I dictate your existence!"
"I shall not be silenced!!" (Death)

Allar'n

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"The chosen of Rhios to lead the Uldenrai Army to the bloody, sacred victory the Gods demanded."

Allar'n become legendary when, on a hunt for crystals in another continent, a terrible storm of magic assailed him from the skies. He barely survived, with only one arm still intact from the encounter. When he arrived back with the rest of his Ulden comrades, they noticed his armor and sword were broken in ways that formed spikes, symbols of Rhios, and that his upper right arm remained, which was symbolically the arm of war. This deemed him to be the chosen warrior of the War and Strength God, and since then he has been the top general and voice of reason for all God-related affairs. He is the most religiously devoted of all the Uldenrai and plans to make a legacy as both the chosen warrior and the unrivaled greatest worshipper of the Gods of all time.

The opposite of Val'nus, Allar'n has a deeper respect for the Gods and views them as the ultimate beings that will always be that way. Throughout the story mode, their contrasting viewpoints make for multiple optional quests in each level leading to new dialogue exchanges revealing how radical their opinions are on the subject of the Gods. By the end, both leaders will see the truth behind the Gods and the Antediluvian Gem.

Available by paying 3,000 R at the castle and waiting for 3m.

HP: 30,000 (+2,000) [50,000]
HL: 300 (+20) [500]
At: 1,200 (+60) [1,800] Physical
Attacks twice per second with rapid one-armed slashes of the sword
M: 4
Lvl: 2,500 (+250) [4,500]
XP: 3,000 (+150) [4,500]
CP: 75
Ar: 200 P

Blood Tribute: (1) Teleports to a target enemy and slashes for 6,000 Physical Damage, transferring the damage as healing to Allar'n.
-Armored targets reduce damage taken and thus healing for Allar'n -30s

Divine Protection: (2) Shields himself in divine magic, halving damage from all attacks for 20s.
-Stacks on top of armor -1.5m

Blood Transfusion: (5) Sends a wave of dark magic for 3,000 True Damage and healing for the damage dealt.
-No longer reduced by resistances -Cone shape shockwave centered on a selected target -2m

Divine Charge: (8) Coats himself and nearby allies in divine magic that halves all damage taken for 20s.
-Stacks with armor and Divine Protection -Applies as long as units are near Allar'n -3m

Sacrifice: (Max; 11) Only usable at full health. Allar'n gives himself to the Gods, exchanging his life to summon the shade of the War God Rhios for 60s.
-Can be revived at castle for the same costs -Once revived, 5m cooldown

"I have no master but the Gods."
"We will fight to the last thread of life."
"I shall see blood this day."
"Send all bodies as tribute to Rhios!"
"Submit to the Gods or face my wrath!"
"Fear the blade blessed by the War God."
"Bow to the Chosen saviour!"
"I sacrifice myself for the ultimate benefit of the Gods..." (Death by Sacrifice)
"The war must go on!" (Normal Death)

Ulden Units

There's a very meta concept for the soldiers of the Uldenrai. Most Ulden, as much as they worship the Gods, seek to become higher beings with similar capabilities to the Gods, for the purpose of, of course, serving them with better efficiency. In-game, you start off having pretty decent, balanced units with clear purposes, but later on can produce much stronger forces with greater effectiveness in battle. Your army can grow to incredible size with lots of variety, but to get more powerful units, a lot of resources are required to get them to their fullest strength. Just as the Uldenrai seek out more crystals for the Gods, the player will seek out more resources to create units of incredible power, which creates a very economy-based faction.

Ulden Enforcers

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"The main Ulden attack force equipped with spikes, symbolising the God of War and Strenght, Rhios."

EE: Almost all Uldenrai are devoted to the Gods. These soldiers care not for their own lives or the lives of those dependent on them of the Gods demand something risky. They patrol Ulden towns and keep the peace, enforcing the will of the Gods upon all. The Enforcers use sharp equipment that honours the god Rhios, hoping he will bless them with the strength to carry out the will of not just Rhios, but all the Gods.

100 R & 10s at the Summoning Pit.
HP: 3000 (+150) 3750
Training Points: 2
Attack: 500 Physical Damage (PD) per second (+20) 600
Movement: 4
Lvl: 250 (+35) 390
XP: 50 (+5) 75
Command Points: 4
Armor: 100 P

Quotes:
"We serve the Gods."
"All orders are law."
"Fate is the Gods' slave."
"An eternity of servitude trumps uselessness."
"The divines would approve."
(A)"The Gods shall have their blood!"
"Death will cycle into prosperity."
"Heretics be slain!"
"This will end in the name of the Gods!!"
"Cut through them all!"
"Defilers of the Heavens!"

Powers:

Lvl 1: Change Formation: Alter the stances of troops for various tactics by sacrificing certain traits for improvements upon other traits.
1) Normal - Normal positions with normal stats.
2) Shield Charge - Hold up shields, decreasing movement speed by 2 points (halved) while adding 25% physical resistance.
3) Spear Charge - Hold spears in all 4 hands, increasing damage by 50% but removing all shield armor bonuses. (Reduces armor back to 10%.)
Spears of Rhios: Upgrade spears to deal an additional 200 damage. (Costs 60 R, 10 seconds to load, and requires Darkmetal Weapons to be researched at the Godforge)
Armor of Rhios: Increases armor by 50. (Requires Darkmetal Armor at the Godforge. Costs 60 R and 10s)
Shields of Rhios: Upgrade Shields to block an additional 75 physical damage. (Requires Darkmetal armor at Godforge, 60R, and 10s. Disabled during Spear Charge.)

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Armour of Rhios

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Spears and Shields of Rhios

Thoughts: These are the most basic units of the Uldenrai. Durable but not that good at dealing damage compared to some upcoming units, they make great soldiers against other troops in most situations. When in doubt, these units cans be built for the simple purpose of helping support a battle, and their different formations make them better with good micromanagement. Their average speed makes them vulnerable to archers, as they would lose some health before they could reach them, but against other units like cavalry who sacrifice attack power for speed, they can stand toe-to-toe with them and win in a fair scenario.

Ulden Slaughterers

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"Aggressive disciples of Rhios who take slay foes in the name of the War God."

EE: Some Uldenrai are born from special spires erected in honor of the Gods, and these Uldenrai have unique connections to those Gods under whom they were born. They are trained to master the ways of the specific God and to follow that God's logic above all others. The Slaughteres will do the most obscene things to please Rhios, their special God, and in times of war, most Ulden troops would do so. These soldiers happen to do so best.

100 R & 10s at Summoning Pit
HP: 2000 (+100) 2500
TP: 3
At: 200 P (+10) 250 PD Stabs with a dagger in each hand, dealing damage every 0.25 seconds.
M: 4
Lvl: 150 (+25) 250
XP: 75 (+5) 100
CP: 4
Ar: 75 P

* Quotes are the same as Enforcers.

Powers:
Lvl 1: Change Formation: *Normal Stance
* Deflection: Units move and attack at half speed but gain a 50% chance to deflect ranged and melee physical attacks.
* Brutal: Units attack with all blades once per second, dealing triple damage but with a 30% chance to cause heavy critical damage for a total of sextuple damage.
Daggers of Rhios: Increases base attack by 50 points. (Brutal damage is increased by 150 points, and critical damage is increased by 300 total. 60 R and 10s after purchasing Darkmetal Weapons at the God Forge.)
Armor of Rhios: Increases physical defence by 50 (Costs 60 R, 10s, and Darkmetal Armor at Godforge.)
Charms of Rhios: Increases the percentage chances of both stances by 20%. (Costs 90 R, 10s, and requires Divine Blessings at the Godforge.)

Armor is the same as Enforcer Armour when upgraded. Daggers have 3 spikes on each side when upgraded. Charms are stars with 8 spikes on a necklace chain.

Thoughts: These troops are statistically weaker than Ulden Enforcers, despite being the same price. Enforcers are generally the go-to units for just a little more attack power, but Slaughterers are best sent into battle against heroes or other powerful single targets. The reason why is that against units who tend to one-hit kill Enforcers would also one shot Slaughterers, but the Slaughterers would be able to get in more damage before being slain. On top of this, they also are less easily countered by archers, as they can deflect ranged attacks as they make their way toward the archers.

Ulden Snipers

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"Enforcers equipped to hunting kill the defiers of the Gods without mercy."

EE: When the heretics become too rowdy, the Enforcers are sent to silence them. Snipers are prepared to slay such blasphemers like animals, and see this strict enforcement of the law as great respect for the Gods rather than disrespect for the citizens. The Uldenrai have lived under the same rules for the centuries they have lived, and most would rather further study and obey the reality of the Gods rather than ponder other possibilities.

150 R and 10s at Spawning Pit.
HP: 150 (+10) 200
TP: 3
Attack: 70 Physical (+4) 90 Shoots an arrow every 2 seconds from a good distance.
M: 4
Lvl: 200 (+50) 400
XP: 60 (+8) 100
Command Points: 4
Armour: 50 P

Quotes:
"Ready to hunt!"
"Bring on the targets!"
"Who's next?"
"Nobody will escape."
(A) "We see them."
"Unleash the storm!"
"They will be struck."
"No one will endure the pain brought today."
"Hunting time!"
"More target practice!"

Powers:
Lvl 1: Change Formation: Normal Stance.
Dual Shot: Fires 2 arrows at once with 50% less range, each with a 25% miss chance.
Accurate Shots: Attack twice as slowly but with 50% more range.
Arrows of Rhios: Upgrade arrows to deal an extra 15 damage per shot. (120 R, 10s, and requires Darkmetal Weapons. Dual Shot is now even more effective)
Bows of Rhios: Upgrade bows to have 25% more range. (75 R, 10s, and requires Darkmetal Weapons.)
Armour of Rhios: Upgrade armor to protect an additional 50 physical damage. (75 R, 10s, and requires Darkmetal Armour at the Godforge.)

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Bows of Rhios

Armour is the same as the Enforcer's upgraded armour, and arrows are too small to have a graphical change.

Thoughts: Statistically, the Snipers are again weaker than Ulden Enforcers (and even Slaughterers), but their ability to shoot targets without having to engage in melee gives them a higher likelihood to win against melee troops. Thus, only when their range is taken advantage of can they be fully effective. Since this is a pretty easy thing to do, the units are more expensive than regular melee soldiers, but only slightly so. The range is easily countered by units who are both durable and fast enough to make it close to them in good enough condition to slay them.

Ulden Impalers

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"Elite troops equipped with spears to deal massive damage."

EE: These soldiers take from the old techniques of hunting beasts for food using heavily damaging spears, which is still a necessity for taking down large beasts. The Gods claim that the Uldenrai were primitive savages until they blessed the original Ulden people will the intelligence to produce better weapons and communicate. It is seen as a great gift, for it requires trust from the Gods that thnUldenrai will not use their higher intellect to rebel against them. The Impalers will hunt with the old methods until the gift of thought from the Gods enables them to invent a more efficient method of brutally killing heavy beasts.

Cost: 200 R and 10s at the Lvl 2 Summoning Pit.

HP: 1,000 (+40) 1,200
TP: 4
AT: 1,500 (+100) 2,000 PD Flings a spear, taking 4 seconds to pull out another one to throw.
M: 4
Lvl: 500 (+50) 700
XP: 80 (+6) 110
CP: 4
Ar: 50 P

* Shares quotes with Ulden Snipers

Powers

Lvl 1: Change Formation: 1) Normal stance.
2) Dual Spears: Throws 2 spears at once, but takes an extra 4 seconds to pull out another per toss.
3) Spear Tips: Breaks off fragments of spears to throw them for half damage but 1 second faster and from a 50% further range.
Spears or Rhios: Increases spear damage by 500 PD. (90 R and 10s with DMW at the Godforge.)
Armour of Rhios: Increases Physical resistance by 50. (90 R and 10s with DMA at the Godforge.)

Thoughts: Slaughterers are to Enforcers what Impalers are to Snipers. These have a better DPS, but aren't automatically better. Firstly, they will leave many types of units with very low health after a hit or 2, overkilling them and ruining their otherwise superior DPS. Thus, they are best saved for late game situations, when you have strong, tanky units to distract enemies until the Impalers get into range to quickly deal massive damage to an enemy hero or structures. Dual Spears can be switched to when not in combat to allow them to simply deal more damage, and switch back to normal spear throwing to avoid the slow wait between each extremely powerful attack. They also have, unlike other Ulden infantry, only 2 upgrades rather than 3, to avoid making them so strong that they can kill any powerful unit that gets into range.

Ulden Galvanizer

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"A veteran who blows the horn of war to rally armies for intense battle."

EE: The Galvanizers bear older versions of battle armor, that only is worn by veterans such as themselves or the Slaughterers who have no need of heavier protection weighing them down. Their horns are decorated with slash marks, intentionally placed there to symbolise endurance and tenacity. All Ulden forces cheer with belligerent fury at the booming sound of a Galvanizer's horn, fuelling their desire to crush all who stand between them and servitude of the Gods. Blood will spill for the beloved Rhios.

800 R and 20s at a Lvl 3 Summoning Pit.

HP: 5000 (+250) 6250
TP: 6
At: 750 (+50) 1000 PD Slashes once every 1.5 seconds.
M: 5
Lvl: 150 (+15) 210
XP: 400 (+20) 500
CP: 8
Ar: 150 P

Quotes

I will lead the Uldenrai to victory.
We charge at my call.
Battle dawns upon us.
This is the day the enemy falls.
(A) Blood will be spilled!
They cannot survive our blades!
The Gods have spoken!
Succumb to Rhios!

Powers:

Lvl 1) Horn of War: Blows the horn, rallying allied troops to have 50% more damage and health for 2 minutes.
-2m -Massive AOE -Makes allies cheer.
Blade of Rhios: Increases attack damage by 500 points. (150 R and 10s with DMW at Godforge.)
Armour of Rhios: Increases physical defence by 50. (150 R and 10s with DMA at Godforge.)
Bellow of Doom: Increaees the range of the Horn and Speech powers by 33%. (150 R and 10s with Divine Blessings from the Godforge.)

Lvl 5) Speech: Gives a speech to allies, adding 100% more damage and health for 1 minute.
-3m -Speech is as follows:

"Ulden soldiers, can you hear me?"

*Activates ally cheering*

"We are trained for war. We are equipped for war. We are thirsty for war... And we will wage war! We shall charge into battle bearing the blades of Rhios and the wrath of true Ulden warriors! For blood! For death! For honour! For the families at home and the Gods in the heavens, we will lay waste to the enemy!"

*Draws sword from baldric, activating another cheer*

"CHARGE!!!"

Thoughts: These are late game units designed to accompany other troops in battle. Their cost effectiveness is poor compared to other infantry, but when accompanied by other units to buff with their powers, it easily breaks even and can make an army unstoppable. Plus, they are harder to kill than a single unit from a battalion, meaning that the entire unit doesn't lose any damage power because there aren't any troops to be lost from a one-man battalion. The range of the horn is massive, and crates a loud, deep aound in 2 tones that each last for 2 seconds, with the second, deeper tone causing units to cheer. Upgrading it creates a third, deeper tone with all 3 tones lasting for 1 second each. An ideal situation is one where a larg army is gathered outside of the enemy base or in front of another army, and a Galvanizer blows the horn, signalling the start of a huge scale conflict. Multiple Galvanizers can't stack their powers, but one horn blow and one speech can stack for what's already an overkill of stat boosts.

Higher Uldenrai

Though not a specific unit, this is an upgrade that only applies to infantry units. Sending in Galvanisers, Impalers, Snipers, Slaughterers, or Enforcers to the Evolution Sepulchre, which is a building that trades resources for XP, levelling up units inside. Sending fully upgraded Lvl 5 infantry to a Lvl 3 E.S. gives the option of evolving them into Higher Uldenrai, with increased power.

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Enforcer variant. All Ulden troops get the same armor and larger, stronger, evolved bodies and heads. Impalers keep the same spears, Snipers get unique bows, Slaughterers have special daggers, and Enforcers get those special shields from the picture. Galvanizers keep the same weaponry, but larger.

Cost: 10 times the original amount.
Time: x3
HP: x5
AT: x3
XP for killing: x10

Each Uldenran gains a new power called Divine Wrath: Increases attack damage by 50% for 15 seconds.
-1.5m -Eyes glow red for the duration -Stacks with Galvaniser buffs

Ulden Assailants

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"Fast but disciplined beasts whose masters charge them into battle with aggressive enthusiasm."

EE: Aggression and eggression were the key traits of the Berens, the perfect breed for war. As always, these creatures were sent down by the Gods, who are believed to infuse them with the same passion of an Ulden warrior. This passion lacks focus, however, as Berens are known to attack fellow Ulden masters, making them enemies as quickly as they can befriend an Uldenran.

80 R & 20s @ Beast Sepulchre
HP: 2,500 (+100) 3,000
TP: 3
At: 1,000 P (+40) 1,200 Rams horns into enemies every 2.5 seconds
M: 8
Lvl: 400 (+60) 700
XP: 150 (+5) 175
CP: 6
Ar: 150 P

Quotes

The beast is ready for battle.
Is it time to assault to enemy!
I will not be stopped.
(A) Charge!
Crush all who block us!
Silence the heretics!
They will not escape us!

Powers:

Lvl 1) Change Formation: 1) Normal
2) Wild charge: Increases M by 2 but halves trampling recovery.
3) Caution: Decrease M by 2 while increasing armor by 50.
Saddle: Allow average-sized units to ride with the Assailant. (80 R, 30s, Saddles @ Godforge)
Baldric: Gives rider a baldric to carry a sword, dealing 40 damage every 2 seconds. (80 R, 15s, DMW @ Godforge)
Lvl 5) Unleash: Releases Beren from your control, making them permanently hostile to everyone but also increasing their speed, health, and damage by 50%. (Won't attack other Berens)

Thoughts: Cavalry are meant to counter archers, who rely on distance to kill. These units will rush straight toward archers with a trample mechanic that halves their speed for a second for each enemy they trample, which can be up to 3 until they stop moving for a second. Wild Charge makes them slower for 2 seconds and stops them just as long. They hit hard but attack slowly, so melee units who are tough enough to survive the initial trample will have the advantage over them anyways, hitting with better DPS and with more health, effectively countering the anti-archers. Most cavalry in the game stop there, but because the Uldenrai are intuitive with their technology, they make use of the beasts in other ways. With upgrades, you can mount an extra unit in the Beren, making them a transport unit, as well as adding baldrics to increase their combat damage. Players can also use the Evolution Spire to level up the Berens to 5, then send a good army of them into the enemy base to use Unleash, letting them wreak havoc as you build a new army with the freed up command points.
Last edited by Big Bad Bug on Tue Nov 24, 2015 10:21 pm, edited 16 times in total.
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Re: This Means War!

by Kowaghuz » Wed Jul 22, 2015 4:33 pm

Big Bad Bug wrote:
That's where This Means War comes in, which is an RTS game that I've been thinking about. I figure that this would be the first game that my friends and I make, for mobile, and the reason why is that there aren't any RTS games for mobile that I could find. The closest was Clash of Clans, but I don't want to make any games like that. So, this could potentially be the first true RTS game for mobile, which I figure would sell well so that more people could enjoy it. :mrgreen:


Sounds good so far

So, for the story, like the rest of the game, I have only a general idea for it. It involves 4 races: The Perallans, the Ferons, the Ederons, and the Uldenrai, each in the vast continent of Natsurka for their own reasons.


Can't wait to hear about the races. I suppose they're the Tolkien's "fantastic four" with different names?

The Perallans are similar to people, but they have uniquely vivid red or green hair and eyes, along with having faster technological prowess


Ya blew it.

They're the closest things to Dwarves in this game.


Image

The Ferons are the most diverse faction ...


This one is okay. The mook faction, I wager.

The Ederons are similar to people in that they are humanoid, but one might consider them aliens due to their very long and thin limbs and large, blah blah.


Also okay.

Finally, the Uldenrai are dark purple-skinned, four-armed, tall, and muscular humanoids. They were sent by the Gods to colonize this land and claim it as their territory, delivering the resources of it to the deities whom they serve.


Drizz't met Satan and had a love child which was fed with steroids from birth and then cloned it to serve hell itself.

As each faction progresses through the land, blah blah they find the magic MacGyver


Other people would complain about this being cliche, but I do not mind.

By the end of the game, the lesson is learned that no group should think that it's better than another, because we're all equals. It can be taken symbolically to mean that actual war can be really petty and there's no point in fighting over such things when reality disagrees.


Image

Look, BBB, one of the most fragile and probably uninteresting types of settings are those that are flamboyantly "original". These stride away from regular fantasy norms just for the sake of doing so.

It would be much more pleasant if you took either the basic DnD races(Dwarves, Elves, etc.) or secondary ones (Kobolds, Bugbears, Vampires, etc.) and subverted them to look like they belong to an Earth culture(Underrepresented in fantasy settings. Stay away from South-american, Oriental or Arabian nations because these have been done enough to strip the exoticism from them.)

Look, my setting has African dwarves that use clockwork for a lot of daily appliances, said dwarves having come from another continent using a giant ark that has dwindled into legend. If I could do something like this, you could do something better.

And the ending needs a lot of tweaking. Simply making everybody say "Man, we were so stupid to fight one another!";"Yeah, it's much better if we use the gem for our common good.", etc. will anger a lot of people. The "power of friendship" doesn't please mature audiences.

Make the final battle be a horrendeously bloody one, and in the midst of it one of the gods could send a creature snatch the gem for themselves. Minutes after the armies realized the fruit of their battle has been stolen, the gods pop up in the dimension and tell everybody that the gem will be used for good; but only that of the wise and just.

Thus begins a golden renaissance where all the nations train the wisest scholars and philosophers to squeeze out as many bonuses from the gem as possible.

The end.
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Re: This Means War!

by The Kingmaker » Wed Jul 22, 2015 4:49 pm

Having played no 3 and 2 extensively (Elves are my favourite everything, Mirkwood archers with Silverthorn Arrows are such fun) I like these ideas.

What are Tolkein's fantastic four? Men, Elves, Dwarves and Orcs?
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Re: This Means War!

by Big Bad Bug » Wed Jul 22, 2015 4:53 pm

I will change the Perallans to a different hair colour if it's that bothersome to you, but they're not supposed to be really close to the other races, otherwise there's no point in making new ones. I want to make new races because everyone is already attached to certain races, like how you adore Dwarves so much. New ones have no real attachment from players, so they can give themselves relations with these new people.

About the story, it is corny when put in a general sense and I knew that from the start. I assure you that however the story plays out, it will not be shoved down everyone's throats. There will be a lot of subtlety, as you'll soon see.

Kowaghuz wrote:Look, BBB, one of the most fragile and probably uninteresting types of settings are those that are flamboyantly "original". These stride away from regular fantasy norms just for the sake of doing so.

It would be much more pleasant if you took either the basic DnD races(Dwarves, Elves, etc.) or secondary ones (Kobolds, Bugbears, Vampires, etc.) and subverted them to look like they belong to an Earth culture(Underrepresented in fantasy settings. Stay away from South-american, Oriental or Arabian nations because these have been done enough to strip the exoticism from them.)

Look, my setting has African dwarves that use clockwork for a lot of daily appliances, said dwarves having come from another continent using a giant ark that has dwindled into legend. If I could do something like this, you could do something better.


As much as I don't want to be super defensive against criticism, I can't help but wholeheartedly disagree. How were the typical fantasy worlds made in the first place? Someone created them, and I'm creating a world here, too. This isn't really a game meant for satire, it's main focus is the gameplay and atmosphere, creating all sorts of huge battles with these mew monsters. The new races allow me to have more freedom to create whatever other units I want, and I plan on taking full advantage of it. I welcome your critique, but I do have to disagree with it; sorry. :P

The Kingmaker wrote:Having played no 3 and 2 extensively (Elves are my favourite everything, Mirkwood archers with Silverthorn Arrows are such fun) I like these ideas.


There's a BFME 3? :o Also, those archers are OP until the cavalry come. :twisted:

The Kingmaker wrote:What are Tolkein's fantastic four? Men, Elves, Dwarves and Orcs?


I don't think he has a Fantastic Four, because there are also the Maiar, Maia, Uruk Hai, and a bunch of creatures like the trolls and such. I figure those you listed can be considered the "main" races he made, though.
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Re: This Means War!

by Kowaghuz » Wed Jul 22, 2015 5:55 pm

Big Bad Bug wrote:they have uniquely dark silver hair and eyes


In fact, I have to confess, I don't actually like this because of the weirdly-colored skins and hairs.

I can swallow basically any fantasy setting as long as there aren't neon-haired or multi-color-skinned races. I just don't like it.


I'd have probably given slightly better reviews if it werent for the weird hair color. It's subconscious, sorry.
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Re: This Means War!

by The Kingmaker » Wed Jul 22, 2015 6:23 pm

I meant your games 2 and 3. (KR and bfme 2)
Also mithlond sentries (the elven spearmen) may be the worst spearmen in game, they can stealth in trees, I just lead enemy cab into trees.
My favourite thing in the game was getting Theoden and his whole cavalry become Gods for 30 secs, it felt so fun!
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Re: This Means War!

by AerisDraco » Wed Jul 22, 2015 7:09 pm

I'm hiring myself as secondary creative director.

A couple of questions:
A. Are new units obtained tech tree style (e.g. Civilization) or researching in buildings (Clash of Clans)?
B. How would the multi-player work? Would it randomly select 4 people for each faction and place them on the same map?

Also, I think that there should be a quest series or "victory" to progress for, otherwise players would get disinterested. In the end, it would still to the ending you described; but it would give the player something to work towards.
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Re: This Means War!

by blu3 » Wed Jul 22, 2015 7:14 pm

whats so bad about clash of clans... :|
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Re: This Means War!

by Big Bad Bug » Wed Jul 22, 2015 7:42 pm

blu3 wrote:whats so bad about clash of clans... :|


I just don't like the idea that people that can attack you and negate your progress randomly. I have, actually, scarce knowledge of the game, but I know that it isn't truly an RTS, which is what I meant when I wrote that I didn't want to make the game like it, because that would mean the game wouldn't be an RTS, either. ;) If it's a really good game, I may check it out based in your recommendation, since you know what's up, Blu. :)

AerisDraco wrote:A couple of questions:
A. Are new units obtained tech tree style (e.g. Civilization) or researching in buildings (Clash of Clans)?
B. How would the multi-player work? Would it randomly select 4 people for each faction and place them on the same map?

Also, I think that there should be a quest series or "victory" to progress for, otherwise players would get disinterested. In the end, it would still to the ending you described; but it would give the player something to work towards.


A. None of the above, if I understand what you mean. You build a structure within your base boundary that allows training of units. Upgrading the structure has varying benefits based on the building, but some structures unlock new units once they reach a certain level, as well as producing them more quickly at a lowered cost. Unit upgraded are all researched through a single building that has to be maintained to continue to give upgrades to those units.

B. You can have less than 4 people on a map at once, and even imbalanced teams for fun. ;) I imagine that you can set up private matches or go to random ones through a system of hosting. Alternatively, fighting the A.I. under your circumstances is an option. Before you get to start your match, there will be a load screen showing the 4 leaders of each faction standing at a table going, "I bet I could beat your army with mine in a fair fight!" and such, with the Ederon leader holding a crystal orb as he says, "Let us test that theory..." to give a semi-explanation as to why the battles are customizable that way. It may not be perfectly contextual, especially given that you can set up really unfair matches like a 3 vs 1, but I think that sort of fun should be allowed if AI factions can participate, just not in a player-only setup. In fact, I might even make it possible to have the same faction multiple times just for the fun of it. I have magic orbs as an excuse. ;)

Also, there will be a story mode for each faction, disproving each reason they have for taking the land all for themselves, as well as BBB-style hidden lore to find for each race and special individuals like heroes. :mrgreen:
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Re: This Means War!

by xstargaming » Wed Jul 22, 2015 7:47 pm

Note before you read that this will be quite long:

Big Bad Bug wrote:That's where This Means War comes in, which is an RTS game that I've been thinking about. I figure that this would be the first game that my friends and I make, for mobile, and the reason why is that there aren't any RTS games for mobile that I could find. The closest was Clash of Clans, but I don't want to make any games like that. So, this could potentially be the first true RTS game for mobile, which I figure would sell well so that more people could enjoy it. :mrgreen:


Firstly, never presume that something will sell well simply because it appears to be the first of its kind for any given platform. Secondly, what truly makes this game unique? A world concept is one thing; a game-changing feature is another. This would need to be something more than a style, rather a component of the gameplay that allows it to be differentiated from other RTS games. Consider that as you continue to develop the idea for the game. Also, for a recommendation as a base, look to the original Starcraft, one of the best RTS games in my opinion.

Big Bad Bug wrote:The Perallans...


A good beginning; you've implemented some diversity regarding the world, but a lot is left unexplained for the moment -- say, for example, what is this world? Are these beings all from the same planet? What relation do they have to one another? The Perallans are unequivocally diversified from the others due to their advanced technology, but how did they develop it to begin with? You gave their entire race a personality, which aptly allows for moral definition and reasoning for conflict. What about specific characters, however? It cannot be assumed that they all share the same ideals in the same regard unless they are akin to the Borg or being forced by a tyrannical regime. On that note, story development (lore) is essential to a good game, especially regarding the intricacies of society and individuals.

Big Bad Bug wrote:The Ferons are the most diverse faction... They were here first...


They certainly would be my favorite in the game, yet again there is much left unsaid. They were first? Did they evolve on this planet? Did they come through some mysterious gateway shown by the Gods? Anyhow, I feel I've established that point generally. You reference these people as similar to humankind; now, while it is wise to have some diversity in the populations of this world, be careful how much you put into it. You see, the reason people favor the traditional fantastical peoples -- that is, the Tolkien races as I shall term them for now -- is because they have been established in the minds of men for a long time. Even those of Starcraft, the Protoss and the Zerg, can be qualified as long-lived since they've been here for over a decade. Putting forth too many entities so unakin to our own would lead to some estrangement in understanding the world, a key quality in connecting with the player base.

Big Bad Bug wrote:The Ederons are similar to people in that they are humanoid...


Big Bad Bug wrote:Finally, the Uldenrai are dark purple-skinned, four-armed, tall, and muscular humanoids.


See above points. I have little to comment here, except for that I appreciate the usage of multiple peoples to bring out various playstyles. All the best RTS games do this, and this most certainly should follow that path. It's good to see that you're considering not only building typing, yet likewise how their individual styles should be made use of. Look also to incorporate environmental concerns -- perhaps a river that only a certain race can cross due to some reason or how a desert will affect the allocation of resources for any given units.

Big Bad Bug wrote:As each faction progresses through the land, encountering each other and waging war, they eventually stumble across a gem of power, which is an idea I got from my backstory about a hero I made. This gem has immense strength, and every faction can benefit from having it, ranging from powering their machines of war, restoring nature to its glory, obtaining vast and unparalleled knowledge and magical power, or summoning forth the worshipped Gods to the mortal realm to better be served.

Bythe end of the game, the lesson is learned that no group should think that it's better than another, because we're all equals. It can be taken symbolically to mean that actual war can be really petty and there's no point in fighting over such things when reality disagrees.


Excellent! An object of desire, something to give the story purpose, but be sure to include some sub-plots otherwise there will be no true depth to the game beyond the surface story which so oft is desired. The moral at the end is certainly true, but unfortunately unrealistic. I shan't note further on that for now, however. If morality is a primary aspect of your game, then -- as I just mentioned -- add in sub-plots to display other morals. What about a rebel of the Perallans who believes that the destruction of nature is wrong? Such a detail would add intricacy to the world and stir thoughts in the minds of men.

Now, onto actual game development.

Before you develop any game consider these two points:

1. How long do you plan on taking to make the game?

Good games take a long time to develop! This is a given, since there must be a planning phase, a design phase, then a testing phase where marketing is done, and only after that can come the release. That's not accounting for any issues along the way.

2. What sort of costs do you expect to run into?

Music, artwork, programming; they all cost money. Even if you get your friends to program the game, create the artwork, and put together the music, there's the costs involving putting it onto appstores. For Android, the cost is a mere, one-time payment of $25, but for Apple you must have a Mac for building the app in XCode as well as a device to test it on -- the latter is far easier to come by nowadays. Furthermore, the cost to put apps on Apple's appstore is $99 a year. If you use a multi-platform game development engine such as Unity or Construct 2, keep in mind their costs as well. To eliminate the costs of a game engine, you can program it from scratch, but for Android you'll need to use Java, whereas for iOS you'll need to use Objective-C. There are some free applications that allow for multiplatform development from one language (see Mono), just make sure you know that language.

There's a lot to think about here, but I bid you well and trust you to make the best of it. :D

Big Bad Bug wrote:Don't expect me to share ALL of my ideas, though, because I know that at least Logan can make the game before I do, even though he's too nice to ever do that.


If ever I was to make an RTS -- well, actually, I have -- I can promise you the ideas would be my own. ;)

And you know perfectly well that I'd be happy to help you in your endeavors! :lol:
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Re: This Means War!

by Big Bad Bug » Wed Jul 22, 2015 8:28 pm

Rather than break the character limit, I'll reply by numbers based on the order of the paragraphs:

1) Thank you for the warning. You missed an opportunity for a "viewer discretion is advised joke," though. ;)

2) I will have to go find a let's play of the game and/or buy the game myself, in that case. I suppose the RTS games I have played will not be enough then? (BFME 1 and 2, Halo Wars, Universe At War) Also, regarding uniqueness, I supoose the intricate lore and deep story of the game will be one bonus, as well as the new factions. For gameplay implementations, I will be updated the OP with things that will answer multiple questions of yours. ;)

3) "Story development (lore)" Um... Isn't story separate from the lore? I always viewed it as lore being the history and background to many of the current things, those current things being the elements of the story, which the player themselves gets to experience. An example would be Lord Blackburn's descent into wickedness in his quest for power being lore, and the actual quest to save King Banesti from the fortress being the story. Either way, I will have a special way of integrating lore in an optional way so as to save speedeunner the hassle but also give lore-seekers a constant secondary goal throughout the levels. Level descriptions and quotes can give some immediate insight to the factions' ways of thinking.

4) A valid point. I won't overly reiterate that there will be far more to learn about each race (this is just a description of what's to come for you guys, not the entire game itself) but it should give them history and relatability. The other creatures that the Ferons are with are mostly animal combinations with a few new beings here and there. When purchasing units from buildings, there will be an introductory description of the organism that should tell the player what they are and their role in the world, but still be kept concise. You've worded Kowa's concerns about too much originality in a more understandable (and worrisome for me) way. The environment will be "normal," as in, it won't introduce an impossible landscape to our reality. On top of this, the 4 factions are all races with humane thought processes and motivations, ane only the Ferons have other races of creatures there that have animalistic thoughts and motives, which should make it easier to relate to the world in that sense. Really, though, feel free to let me know if that's still not enough. I am genuinely worried about this far more than I initially was.

5) Oh, how I have environmental additions to keep maps interesting... :twisted: I'll spoil one thing: The Uldenrai have some classes that can scale steep slopes using their 4 arms and unique tools, along with some other things that require usage of the playstyles to gain mobility bonuses, such as upgrades allowing more traversable terrain for the Perallans and unit diversity and combinations to make it across, above, below, and whatever other prepositions regarding bypassing obstacles. Ederons have some units with teleportation spells, as well. That was more than one thing spoiled... :oops:

6) I believe I mentioned sub plots already, regarding disproving the invalid reasoning behind some of the intentions of the factions, but I can't remember or bother to check because my eyes are burning off. :lol:

7) Your 2 questions are things I am aware of but haven't addressed in the OP, much like the rest of it these paragraphs. ;) Since I'm still learning to code, I'll have to base things around that. Still being in school and being limited in time, I don't expect to get to work on it technologically until next year at the soonest. Due to this, marketing and such is so quick in its evolution that to think about it now would be a waste, as whatever I come up with would surely be outdated by then. I did come up with the slogan, "This Means War: RTS Galore," but that's so stupid. :lol:

I very, very much appreciate the time you out into writing all of this just for my sake. You'vr already "helped me in my endeavors" just by writing all of that. Here's a star for Xstar: :star: :mrgreen:
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Re: This Means War!

by xstargaming » Wed Jul 22, 2015 8:50 pm

1. Darn, you're right. :lol:

2. I highly recommend it; the game was practically a foundation to the genre and set a style for how many other RTS games were to be laid out. :D

3. Well, yes, I suppose it is, but lore is one of the largest parts of story development because, ultimately, it's what leads the story to where it is in the present. Take this as an example: Many years ago, there existed a biological research station. The station was eventually closed due to a lack of funding and the building was torn down. Now, a rabbit, in the present, decides to feed off of the grass that has since grown where the building once was, accidentally consuming a bone fragment containing an archaic form of bacteria that the station had been doing research on. This rabbit, unaffected for the present, goes off into the woodland to be killed by a hunter and taken home for supper. Alas, this heat-resistant bacteria -- a result of prior experimentation to try and get rid of it -- is eaten and takes its place in the adorable family of four living in the woods. Now, you see, the father is a lumberjack, so when he heads into work the next day, this bacteria begins to spread to his co-workers and then to their families. Since the bacteria lies dormant in the marrow of the infected person for many years, no one would have suspected the food they ate by the time it unleashed itself. Now it is up to you, brave hero, to find a solution and save the world!

4. Physical aspects are just as important as mental ones -- this, of course, you know. Look again to the Tolkien races: they are based entirely on human features, simply in regards to complexion, thus making them more understandable. It's a great idea to keep the idiosyncrasies you have, just try not to make them excessively extraterrestrial unless they need to be.

5. I'm glad to read it! Diversifying their units and abilities regarding the maps is a fantastic idea. I look forward to examining what is yet to come. :D

6. If you did, I must have missed it. My apologies. :oops:

7. Will you be working on this alone, though? With devoted allies, you would be able to more effectively accomplish your goal. :)

I'm happy that I could offer aid as such. :D
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Re: This Means War!

by Big Bad Bug » Wed Jul 22, 2015 9:00 pm

The introduction in the actual game should establish each race well enough to give an idea of why they're here and sufficient lore to make sense during a first time playthrough. It's all a matter of still regarding whether or not I'll execute this properly. :)

I will work with Aaron and Andrew, my 2 best friends who share a passion with me, to make the game, though any additional help is welcome and shoild be accordingly compensated. ;) If I can go all the way with this game, I might look to you for programming help and the sort. Who knows what the future entails? :D

Now, I'm going to gather the ideas I've written down so far and post them here. In the meantime, Xstar, you should pass the torch unto another user in the Hangman game before it dies for good! ;)
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Re: This Means War!

by AerisDraco » Wed Jul 22, 2015 10:05 pm

Since I really like designing things, can I help with lore and/or units? I wouldn't need to be compensated, having my ideas is enough.

[+] SPOILER
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Re: This Means War!

by warbot1000 » Thu Jul 23, 2015 5:15 am

AerisDraco wrote:Since I really like designing things, can I help with lore and/or units? I wouldn't need to be compensated, having my ideas is enough.

[+] SPOILER
Please, I need something to do...
Summer is boring.

I wouldn't mind doind this stuff. I'm happy to help
as for compensation... could i be a beta tester when it is in beta testing?

my ideas
http://www.ironhidegames.com/forums/vie ... =15&t=4760
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Re: This Means War!

by Chimto » Thu Jul 23, 2015 8:51 am

That's where This Means War comes in, which is an RTS game that I've been thinking about. I figure that this would be the first game that my friends and I make, for mobile, and the reason why is that there aren't any RTS games for mobile that I could find. The closest was Clash of Clans, but I don't want to make any games like that. So, this could potentially be the first true RTS game for mobile, which I figure would sell well so that more people could enjoy it.

There's C&C Red Alert for iOS, but I don't think it has been particularly popular.
Oh, how I have environmental additions to keep maps interesting... :twisted: I'll spoil one thing: The Uldenrai have some classes that can scale steep slopes using their 4 arms and unique tools, along with some other things that require usage of the playstyles to gain mobility bonuses, such as upgrades allowing more traversable terrain for the Perallans and unit diversity and combinations to make it across, above, below, and whatever other prepositions regarding bypassing obstacles. Ederons have some units with teleportation spells, as well. That was more than one thing spoiled...

Mobility, mobility. What is the point of terrain if everyone has such extreme manoeuvrability? Look at Starcraft 2, currently the races are so mobile that terrain has lost much of its value.
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Re: This Means War!

by Big Bad Bug » Thu Jul 23, 2015 2:37 pm

I looked up RTS games on the app store and neither of those games cropped up, instead I got CoC and Royal Revolt.

It depends on the terrain. Steep slopes are traversable by only the Ederons through teleportation and the Uldenrai with their four arms. Certain other elements of the landscape will hinder or go unnoticed by differing factions. The only exception would be the Ederons with their teleportation, but those have cooldowns and thus aren't as quick as you'd think. Knowing the terrain is almost as important as knowing the enemy itself.
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Re: This Means War!

by Simmonds91 » Thu Jul 23, 2015 11:53 pm

Theres a game on the app store called this means war. Try a different name.
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Re: This Means War!

by blu3 » Thu Jul 23, 2015 11:57 pm

ANNND its actually not a bad game I used to play it,
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Re: Realms of Belligerence

by Big Bad Bug » Fri Jul 24, 2015 4:38 am

Updated the name of the game to a hopefully more original title. :P

AerisDraco wrote:Since I really like designing things, can I help with lore and/or units? I wouldn't need to be compensated, having my ideas is enough.


warbot1000 wrote:I wouldn't mind doind this stuff. I'm happy to help
as for compensation... could i be a beta tester when it is in beta testing?


Allow me to set up the fundamentals of the game first before I let you give ideas, because I'd hate to turn them down for reasons that you're have no way of knowing about. However, I will welcome the help that you're all so eager to give. :mrgreen: :yey:

Also, I added in some stuff about the Uldenrai (singular: Uldenran; of or pertaining to: Ulden) along with their uber hero. More will come tomorrow.
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