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OrehRuoy
01-21-2011, 11:56 PM
Shop Mode

I'm working on a new mode for the Forests of Caldavar map. On this mode you will start the game spell less. You will begin with more money than usual. In order to get spells in this mode you must buy them from the shop. For Spell slot 1 you can buy any spell from any hero in the same slot (ex. Chipper's Rocket Barrage, SB's Spin, Devourer's Hook so on) You will also be able to buy a 2nd slot spell and so on to your ultimate which you can only buy 1 of.

I am deciding if I want to make all spells the same price or if I should try to value them and make ones I see as better cost more. I do know for sure that the ultimates will cost more. I will have to balance out the prices or how you get gold so that your still able to buy items and go for builds to furth customize your character.

It will be the total character customization. Select any hero maybe you want str hero or you want agi, maybe you want certain stat games or just a hero you think looks cool then from there you can build them as you wish.

I will get a version out when I can with all spells added on before I work on setting prices or anything balanced related.

Let me know how much interest there is... will motivate me more to finish it faster at least.

Also any ideas are welcome and I will look into them. Thanks.

Oloko
01-22-2011, 12:12 AM
I'm curious on how you will do this with a limit of 20 modifiers per entity.

Bangerz
01-22-2011, 12:23 AM
Could have tiers of modifiers or multiplier modifiers, i.e. modifier or condition A applies a state or condition which uses modifiers 1-10, modifier or condition B applies a state or condition which uses modifiers 11-20 etc.

Luke_Allstar
01-22-2011, 05:27 AM
I'm curious on how you will do this with a limit of 20 modifiers per entity.

wouldn't it be possible to just give the items the skills?
so you don't really get the skills like you would think, but if you activate the items you get those skills
i'm not sure if this is possible but i can't think of a reason why not, besides animations
because how would a panda do a swiftblade spin?

let's see how it works out

Kluckmuck
01-22-2011, 06:16 AM
I'm curious on how you will do this with a limit of 20 modifiers per entity.

Is it 20 modifiers per hero? Otherwise he would just have them split up like you showed me.

And having them on items is possible.

Oloko
01-22-2011, 11:17 AM
wouldn't it be possible to just give the items the skills?
so you don't really get the skills like you would think, but if you activate the items you get those skills
i'm not sure if this is possible but i can't think of a reason why not, besides animations
because how would a panda do a swiftblade spin?

let's see how it works out

If I understood you, you would for example buy Chipper's rockets. When you activate them, it would change your first spell to Chipper's rocket?
If this is what you want to do, then you will need to use modifier for this. I don't know of any other way to change an entity spells while playing without using modifier.

If you meant that you should buy Chipper's rocket and using that item would be like using Chipper skills. This would work, but you would end up loosing 4 inventory slot and you could end up having 6 ultimate. :p


Is it 20 modifiers per hero? Otherwise he would just have them split up like you showed me.

And having them on items is possible.

Well it's a number close to 20, it might be a bit more.

I don't really know what you mean by having them split. What I showed you was to create a modifier for each spell you want to learn. So he would end up with 73 modifiers only to have all the first spells in the game.


The only way to do this that I know, would be to do like Bangerz said. If you take spells 1-20, you get modifier1 that gives you ability1. Using modifier inside of ability1 you can create 20 different spells. So if you actually take spells 2, you would give modifier1 (used by hero.entity) and modifier1-2 (used by ability.entity).

For each modifier in your hero, you will have one spell that is in fact 20 spells.

You would have to rewrite all ability in-game for this and keep it up to date with patches. So be prepared for a lot of work if you want to do this.

Kluckmuck
01-22-2011, 11:43 AM
Yeah, missunderstod what you meant before hehe, got it now thought :)

pedobearpig
01-25-2011, 03:56 AM
interesting idea. i think that you should make the spells range in price. also, make all the heros buy from the same "shop". almost making it a race to see who can nab what spells. one second you have a sick build in mind with blink and hook. the next second you get the gold to buy it and boom sold out.

Jainay
01-25-2011, 04:00 AM
Or give players "Spell Points", every time they level up, which can be used on spells, and then at level 6, 11 and 16, they'll gain ULTIMATE SPELL POINTS, for ultimates of course.

OrehRuoy
01-25-2011, 03:36 PM
I might make them all free actually its more about customizing your hero. If it costs gold you either go spell less early game or go item less I want people to be able to build items just the same. You can choose your 4 spells at the start but leveling them up will go the same as normal. Also I think you will be able to change spells after you learned one but you will lose the spell points you placed on it so its not really wise to do so.

I'm going to do some work today and I will post an update