Tuesday, October 25, 2011

Ability: Stealth

Here is a short video describing the Assassin's stealth ability. As always comments are welcome.

Monday, October 24, 2011

Ability: Shiv

Here is a short video explaining the Assassin's Shiv ability. As always comments welcome.

Sunday, October 23, 2011

Ability: Mad Men

Hey guys, this is a short video of one of the Assassin's abilities called Mad Men. Hope you like it.

As always I'm open to suggestions. Just leave a comment.

Friday, October 21, 2011

Ability: Hand of Frost

Hey guys, here is a short video that describes one of the Wizard abilities: Hand of Frost.

Hope you like it and as always I'm open to suggestions. Just leave a comment.


Wednesday, October 19, 2011


The switch to turn based with what I'm going to call 100 energy per turn per team is complete! I was surprised that it only took about 3 hours to switch the code.

I also have the Hand of Frost ability by the wizard working. This ability freezes your opponent in place for 3 turns. It has a particle effect and an ice spike model. It basically gives your opponent a 3 turn cooldown on their move ability. Currently it has a 6 second cooldown for the unit who did the ability. I'll make a video tonight and try to get it uploaded to youtube tomorrow. The last video I tried failed a couple times so hoping this one will work.

I should have the Shadow Tornado model by the end of the week at the latest and I'll implement that this weekend. This requires a floating animation to be played on the opponent you do this ability on and none of my models have that currently so I'll probably get my art contractor to give just 1 of my models that so you can see what it'll look like.

These money for the art assets add up and so I'm really waiting for kickstarter.com to get back to me about my project approval so I can try and get some nice folks to donate to my project for all the assets I need for the game.

Turn Based Gameplay Switch

Due to issues of being tied to a grid the real-time gameplay has some holes in it. Because of this I've decided to move to a turn based system (sort of).

Instead of alternating turns after each move, your entire team will get 100 mana points each turn to use on abilities. Cooldowns will still be in play but will be turn based instead of in seconds. The Move ability will cost mana just like all the other abilities. I'll play around with the amount to see what feels right.

This will open the door for some team level abilities that modify this mana pool to either increase or decrease it for a couple of turns.

This is a rather big change to the code so will be working on that the next few days. I'm excited to see this in action and it should transfer over well to online play.

Tuesday, October 18, 2011

Bonus on Death

I'm playing around with the idea of giving unit bonuses on death of units. When a certain unit is killed they will give a permanent bonus to stats to the remaining units. This could add some strategy on kill order and make matches have a better chance at being more competitive.

These bonuses would stack also. So if you happen to get 3 Assassin units (because the 2 random units that were picked were both Assassins) then if they were all killed you would get +15% critical strike to the remaining units.

  • Assassin death: +5% critical strike
  • Knight death:   +5% physical armor
  • Wizard death:   +5% damage
  • Paladin death:  +??

Haven't thought of a Paladin bonuses yet. If you have ideas I'm interested. Don't worry about what stats there are in the game just what would you think a Paladin bonus on death would look like.

Monday, October 17, 2011

The beginning

I've decided to create this blog to get the word out of my new game GvB which stands for Good vs Bad. It's blunt and straight to the point.

GvB puts you at a battle of both brain power and reflexes. It's played on a board that resembles chess or checkers but it's far from that type of gameplay. In GvB you pick a side of good or bad and you battle your opponent (be it human or computer).

There are 4 different unit types that you get to play with:
  • Assassin
  • Wizard
  • Knight
  • Paladin
You get 6 units on your team at the start. 1 of each 4 types and then 2 more types picked at random. The randomness of the 2 extra units really brings in a changing strategy each time you play.

Each unique unit has 4 unique abilities along with the Move ability so they can move around the board. Using these abilities and combining abilities together from other units creates an endless amount of possibilities and strategies.

The game is played real-time so to add some strategy gameplay each ability has a "cooldown" associated with it. After using the ability it'll be placed on cooldown which means you can't use it for a certain time period. Some abilities act as "debuffs" against your opponents units which put can their abilities on cooldown. For example the Hand of Frost ability that the Wizard has puts an ice barrier around your opponents feet preventing them from using their move ability for a couple seconds.

The Move ability is the one ability that is common between all units. The move ability goes on cooldown after you reach your destination. The duration of the cooldown is calculated by how many tiles you've walked over to reach your destination. If you move over 5 tiles then you can't use your Move ability again for 5 seconds. This means you can walk across the entire board and get into the thick of the action right away if you want, but you'll be stuck there for some time before you can retreat so you better be ready to take a beating.

Here are some progress videos I've posted. There is sound but the mic isn't working the best so turn up your speakers nice and high.