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Hero Tower Defense Thursday: Day 18 - Native Skills


Go here to read Day 17 of Hero Tower Defense Thursday.



Today I want to go over Native Skills (NS). I apologize in advance for all the abbreviations I'm about to use. :)

So what are NS? NS are skills that you start with and require no points. Each character will have one Native Elemental Skill (NES) and one Native Class Skill (NCS). There are 5 different NES, one for each elemental. The NES you end up with is determined by the character's native element. They are kind of like a racial traits but instead of being based on the character's race they are based on the character's native element instead. The NCS on the other hand is the same for every character. You'll see why in a moment.

All NES are ranged direct damage skills, there's no projectile and not based on your weapon, it just instantly hits. They all have a some sort of duration based effect (e.g. DoT, Buff, etc) and are stackable up to 5 times, each time increasing it's effects and renewing the duration. It's also worth noting that these skills can be used on allies as well. Also, NES are unique in that they are able to generate elemental charges around your character. These charges can be used various ways which I'll explain later.

Here's a list of the NES and how they are currently set up:

Fire: Sets your target on fire causing it to take continuous damage and increasing it's Fire Attunement

Water: Douses your target with water causing it to be continuously healed and increasing it's Water Attunement

Nature: Binds your target with nature causing it to be immobile for a moment then continuously healed as well as increasing it's Nature Attunement

Light: Empowers your target with light increasing it's Physical and Magical Power as well as increasing it's Light Attunement

Shadow: Inflicts your target with shadow decreasing it's Physical and Magical Defense as well as increasing it's Shadow Attunement

As a reminder, attunements are a unit's resistance and effectiveness with each elemental's skills.

Now for the charges. For every NES use that character will receive a charge of that elemental type. So since the NES is linked to your native element it means that characater can only produce that type of charge. Every character can hold up to 5 charges each charge increases the characters attunement corresponding to the type of charge. So if it's a fire charge, it'll increase your fire attunement, etc. The charges are consumed by Finisher skills (FS). These skills require at least one charge but will consume whatever charges you currently have stored. Each charge will increase the FS power to varying degrees depending on the type of the FS and the type of the charges consumed. So for example, if you have 5 fire charges and you use a fire FS it's power will be boosted a lot. If you have 5 water charges and you use a fire FS you won't get much of a boost at all because water counters fire.

There's one FS with the exception to this rule and that's the NCS all classes start out with that I mentioned earlier. The NCS is a FS that lets you transfer whatever charges you have available to another unit. So now you can have a character with one native element holding the charges of another element, it just requires some team work. This also means that you can have a mix of charge types on a character since you can hold up to 5 charges.

This brings up one other point. Say you do a charge transfer and the receiving target goes over the limit of charges they can hold, or perhaps they already are full and you transfer for to them, what happens? Well, first it will check to see if there's any charge spots available and fill those then whatever are left will do a type check against the other elemental charges and either replace them or get countered. Here's a couple simple examples:

1. You transfer 5 water charges to a character with 5 fire charges - all the fire charges get replaced by the water charges. So the target ends up with all water charges.

2. You transfer 5 water charges to a character with 2 fire charges and 2 shadow charges - one water charge gets added, the two fire charges are replaced by two water charges while the 2 shadow charges remain because shadow counters water. So the target ends up with 3 water charges and 2 shadow charges.

I sounds more complicated than it actually is but these NS are meant to be important and used strategically and not just as a "Click skill, do damage" type of move. At the very beginning you'll be using them constantly just because you won't have many other moves to choose from but their importance will remain high throughout the game. This also allows for some interesting stuff to do with strategies for general attacks, boss encounters, level objectives, etc so expect to see some fun things going on in the future.


Well that was a bit long but fun to write! On a side note we're all working hard to have as much ready for the upcoming release as possible. However, I've said it before and I'll say it again just to keep everyone on the same page. This release is basically a prototype of what we have physically developed so far. Design and concept is the majority of what we've been doing so far and so we've only just begun to start physically developing the game into something. But we promised to give you guys something as soon as possible and we want to hear your feedback every step of the way so we're showing you what's essentially a just-started, pre-alpha, v0.0001, right-out-of-the-gates release. So just keep that in mind please. :D

Kevin also has a new poll up on his
blog, KXN @ HTD for choosing Male Hairstyles so head over there and be sure to cast your vote!

As always, let us hear what you have to say in the comments and thanks!

-Dan

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Hero Tower Defense Thursday: Day 30 - HTD Pre-Alpha v0.010 Release! Water Skills, Healing, Buffs, and Changeable Native Skills!

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Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


Welcome to Hero Tower Defense Thursday!



HTD Logo


Go here to read Day 29 of Hero Tower Defense Thursday.




Ok, we're back with another HTD release! We ran into a few issues last week which is why there was no update. If things aren't ready then we don't release an update, we'd rather take our time to make them good instead of rushing things out.

So then, we've introduced some Water Skills. Since Water is the more defensive element you'll notice that these act a bit differently. For example the T1 Physical and Magical Water Skills still do damage like the Fire and Shadow skills but also give you a buff that increases either your Physical or Magical Defense respectively.

These buffs only last a few seconds but but they are easy to keep going since it is triggered every time you use the skill which has a lower cooldown than the buff duration. So essentially you can keep them up forever if you only use those skills. You'll only see the buff effect if it is a fresh buff. In other words if you aren't renewing the duration of a prior application of the buff then you won't see the effect. This is to prevent it from spamming.

You'll notice there aren't any buff icons to go with the buff themselves, these will be added soon. They just require another system that we don't have yet but it's high on the list. With the buff icons you'll be able to see which buffs/debuffs you have on each character.

We've made it so you can change the Native Skill of each hero. Go to the Skills Screen and click the Native Skill Icon (The big middle one) to toggle through the current (3) Native Elemental Skills. This is just temporary for testing purposes because in the actual game you won't be able to change this on a whim, you'll have to do something in order to change your Native Element.

The Water Native Skill is the first skill where the primary targets will be your own characters and not the enemies. This is because it is a healing spell which, like the other Natives, stacks up to 5. So since this would mainly be used on your own guys we had to make the heroes and the civilian target-able as well, which they weren't before. Also, we had to make the AI a bit better so as to heal your weakest guys first which helps a lot. The Heroes should also now prioritize their target selection to the lowest HP enemy within range for damage skills.

So now you get to play around with some defensive and utility skills and see how that'll work. As I've said before these Tier 1 skills are very basic because there is no plain generic attack to use. You will always be using a skill of some kind so the first skills had to fulfill that requirement for each elemental type. Light Skills are up next so expect to see those soon!


What's New:

-Added Water Skills

-Added Hair Customization Toggle Graphic

-Made Native Skills temporarily changeable (click the Native Skill icon in the Skills Screen to toggle through the current (3) Native Element Skills)

-Improved Sound Quality

-Added Character Name Plates (Changes to the names themselves still don't work yet though, we'll implement that soon)

-Dragging a character to any side of the screen now scrolls the map

-Added restrictions for how far you can scroll over the map


In the Works:



  • Design

    • Hero Stats and Points (50%)
    • Story: Intro (20%)
    • Story: Intro Scene 1 (0%)
    • Class Skills: Tier 1 (50%)




  • Graphics

    • User/Profiles Screen Graphics (75%)
    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Weapons: Hammer and Swords (100%)




  • Programming

    • Buff/Debuff Icon System (100%)
    • Inventory System (0%)
    • Saving Character Names (100%)


    Also check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Let us know what you think in the comments and as always any feedback is welcome, thanks!


    -Dan

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    Hero Tower Defense Thursday: Day 34 - HTD Pre-Alpha v0.014 Release! Light Skills! New Artist, Evan!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.


    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 33 of Hero Tower Defense Thursday.




    Ok, so clearly it's Friday lol. I was away all Thursday so didn't have a chance to write the post and Sam was busy as well so we just put the update off till today. So, we'll just pretend it's still Thursday :P

    Ok then, we've added the Light Skills. Probably the first thing you'll notice is the graphics for the effects and icons are a tad different than the rest.. as in they either aren't there or are very basic. Don't worry though, they're just placeholders while the final versions are being developed. The Native Light Skill increases the Physical and Magical Damage of the target.

    We've also picked up another artist who will be helping us out with HTD graphics (we need a lot of them :D). So without further ado, welcome Evan! He's actually a friend of Bill's and is excited to be working with us on our games. Creating art for a game is very time consuming and tends to require more people than other areas so we're happy to have artists such as Bill and Evan helping Kevin out.

    Nature Skills will be coming up next and with those we'll finally have all the Native and Tier 1 skills available for each element. We've got several other things in the works so don't worry too much if you don't see the %'s in the progress lists below changing much. That's just a list of some of the more major things that are currently in the works. Sometimes we have to do a bunch of smaller things that we don't bother listing there.

    Thanks everyone!


    What's New:

    -Added Light Skills (Using placeholder graphics for now)

    -Made some performance tweaks

    -Fixed female hair toggle showing for males


    In the Works:




  • Design

    • Story: Intro - Scene 1 (10%)
    • Weapon and Armor Stats (100%)
    • Map: Intro - Stage 2 (100%)





  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (50%)





  • Programming

    • Nature Skills (100%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Any suggestions or feedback is welcome in the comments!


    -Dan

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    Hero Tower Defense Thursday: Day 35 - HTD Pre-Alpha v0.015 Release! Nature Skills!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.





    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 34 of Hero Tower Defense Thursday.




    This week we bring you the Native and Tier 1 Nature Skills! We now have skills for each Element! The graphics for Light and Nature are placeholders for now but we'll be filling them in with something nicer soon.

    Nature Skills have a bit more focus on utility rather than damage or defense. It will still have those things but you'll see they are more strategic in nature, no pun intended. For example, the Nature Native Skill heals a little but also immobilizes (roots) the target for 3 seconds. Useful for catching enemies that could be running off or going after certain characters at the expense of healing them slightly. On the other hand you could be using it as stackable heal for a hero that is mostly stationary.

    You might wonder why you would use the Native Skill to heal instead of the Water Nature which heals for more and that can be answered with two reasons. One being Nature has additional utility in that it can also be used on an enemy to root them as mentioned before. And two, is that if an enemy is using a Nature Skill of their own that counters the Water Native then it'll wipe out the Water heal while the Nature heal would be safe.

    As I've said before this will all make more sense as more skills and such get added. Same goes for why you can target your own heroes with direct damage skills that typically one-shot them. There's a reason for this that hasn't been implemented yet and the damage/health ratios are skewed a bit right now so it's imbalanced. We'll be addressing this in due time though.

    One of the next things I'll be figuring out is how pets will work. I talked about pets awhile back in this post and got a bunch of good ideas from you guys so I'll certainly be taking those into consideration. Of course, feel free to offer some in comments for this post as well if you like. We always enjoy hearing ideas and suggestions from our fans!


    What's New:

    -Added Nature Skills (Using placeholder graphics for now)


    In the Works:


  • Design

    • Story: Intro - Scene 1 (10%)
    • Pet System (10%)


  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (20%)


  • Programming

    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Feel free to leave any feedback you might have in the comments, thanks!


    -Dan

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    Hero Tower Defense Thursday: Day 23 - HTD Pre-Alpha v0.004 Release! Fire skills are back and more!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.


    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 22 of Hero Tower Defense Thursday.




    Another week, another new release for HTD (and another late post, sorry about that). Fire is back and Shadow is still here. You will now have a character with all Fire skills, another with all Shadow skills, and the last with a mix. This gives you an idea of how your characters can have different skill setups and allows you to play around with each. The effect of the Shadow skills is now more apparent with it's new graphics, namely the DaT effect of Shadow. We've also added some cooldown visuals so you know what's going on when the skill you're spamming isn't triggering. There are also some new (re-colored, lawl) whelps flying around, they are a little older than the other ones so we've nerfed the younger original whelps to only be able to melee while the new ones can spit fireballs and will melee when someone is close to them.


    What's New:

    -Re-added Fire skills

    -Added Key Bindings, 0 is your Native Skill, 1 is skill slot 1, and 2 is skill slot 2.

    -Added new Native Skill graphics for Fire and Shadow, they are no longer just glows that grow

    -Made one hero all Fire, another all Shadow, and the last a mix which randomly picks which NS to use and which other two skills to use as well as which skill slots to put them in between 1 and 2 (so sometimes magical skills like the fireball and shadow bite will be in skill slot 1 for example)

    -Added new graphics for Shadow skill icons and effects

    -Added a new red whelp that is stronger than the original whelp and will attack you with fireballs unless you get close to them

    -Nerfed original orange whelp so that they can't spit fireballs anymore and only melee attack

    -Implemented Elemental Countering, currently with only two types of elemental skills this isn't going to be very noticeable but the Fire Native Skill (NS) will erase the Shadow NS because Fire counters Shadow (Currently only NS counter eachother, other skills are left alone for now). However, your heroes are clever (well a little anyway) and won't use their NS on a target that already has another NS on it unless it's the same type, otherwise they'll attack the target using one of their other skills.


    Each week I'll list and update the descriptions for the current skills available in the game. That way you guys know what they actually do (eventually there will be in-game descriptions). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.


    Key Terms:

    Direct Damage (DD) - Causes full damage instantly
    Damage over Time (DoT) - Causes continuous damage over a period of time
    Damage after Time (DaT) - Causes damage after a period of time has passed


    Here are descriptions for the current skills in the game:

    Fire:

    Burn
    (Native Elemental - Stackable DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

    Flame Strike (Tier 1 Physical Elemental - DD - Fiery Sword Icon) - Attacks with your weapon ignited in flames.

    Fireball (Tier 1 Magical Elemental - DD - Fireball Icon) - Hurls a fireball at your target


    Shadow:

    Infliction (Native Elemental - Stackable DoT - Shadow Consuming Man Icon) - Inflicts your target with Shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow damage. A character can hold up to five charges at a time.

    Dark Strike (Tier 1 Physical Elemental - DD + DaT - Shadowy Sword Icon) - Attacks with your weapon engulfed in shadow, does additional damage after timer runs out.

    Shadow Bite (Tier 1 Magical Elemental - DD + DaT - Shadow Bolt Icon) - Casts a shadowy bolt at your target that fills it with darkness till it explodes, does additional damage after timer runs out.


    Currently in the Works:

    Revised Human Male
    Water/Nature/Light Elemental Skills
    Character Customization
    Character Skill Selection
    Interface Additions
    And More!


    Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding the elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already.

    On a final note, if you haven't been to Kevin's blog let me provide you with a glimpse of the revised Human Male who will be join the battle soon!


    Revised Human Male


    Thanks again for all the support guys! As always feel free to leave any suggestions, ideas, or just plain feedback that you might have in the comments!

    -Dan

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