*Author

Lanidrak

  • Guest
Re: Another Long Term Evolution - Game World/Regions https://elementscommunity.org/forum/index.php?topic=2343.msg21044#msg21044
« Reply #12 on: January 28, 2010, 08:55:57 pm »
Just some more elaboration on different decks the AI will use.

More emphasis on the difficulty levels. For example, when you are adventuring in a Wilderness which has Gravity as an element which features in it - you have a chance of coming up against any of these decks.


Deck Name: Graviton Cohort
Mark: Gravity
Cards: Gravity Pillars, Graviton Mercenaries, Sapphire Chargers, Gravity Pull, Armaggios
Level of AI: 3
Level of Difficulty Overall: 2


Deck Name: Graviton Fire Cohort
Mark: Fire
Cards: Gravity Pillars, Graviton Mercenaries, Sapphire Chargers, Graviton Fire-Eaters, Gravity Shield
Level of AI: 3
Level of Difficulty: 3


Deckname: Otyugh Warpack
Mark: Gravity
Cards: Gravity Pillars, Elite Otyughs, Gravity Shield, Gravity Pull, Colossal Dragons
Level of AI: 4
Level of Difficulty: 4

Deckname: Terragravius (Demi God)
Mark: 2x Earth
Cards: Gravity Pillars, Elite Otyughs, Gravity Shield, Pulverizer, Enchant Artifact, Heavy Armor
Level of AI: 5
Level of Difficulty: 5

Deckname: Graviton Dragon Flight
Mark: Gravity
Cards: Colossal Dragons, Gravity Pulls, Gravity Pillars
Level of AI: 4
Level of Difficulty: 3




YoYoBro

  • Guest
Re: Another Long Term Evolution - Game World/Regions https://elementscommunity.org/forum/index.php?topic=2343.msg23071#msg23071
« Reply #13 on: February 02, 2010, 03:58:14 pm »
I think these ideas are great. Really. But they would turn elements in a kinda RPG game :P (I love RPGs, don't misunderstand me)

Lanidrak

  • Guest
Re: Another Long Term Evolution - Game World/Regions https://elementscommunity.org/forum/index.php?topic=2343.msg23463#msg23463
« Reply #14 on: February 04, 2010, 05:42:02 pm »
thanks YoYoBro :).

Yep, it's like ScaredGirl said a while ago, something along the lines of: "games need to copy World of Warcraft to be amazing"... I joke.

But yeah, role-playing elements, specifically Dungeons and Dragons aspects (the original RPG in my opinion) are more and more commonly being implemented into every sort of game you can imagine.

In Flash Tower Defense Games, these days, you have skills and levels and experience you get from doing levels, to unlocking skill points to leveling up your character... Strange isn't it? You build towers to defend creeps from getting from A to B, but on top of this you can specialize and determine your playing style from your skills... one prime example would be Gemcraft.

Civilizations (recently came across it on Kongregate). Pretty much rips off a number of games I have played in the past... you know, the kind where there are spots on the map which create units, and you move these units to other spots on the map to control them... All Civilizations has done is a variation on the theme of this, put it in a prehistoric/ancient timeframe, give it some kiddy-graphics and merge the aspects of leveling up and skill-sets found in Gemcraft...


Elements the Game has a lot of potential... Right now it is a blank canvas, get your deck, go play cards. How about some context as to what you are fighting? Eg. Specialized decks, with names reflecting what cards are in the deck. And what about regions? A map screen which you can travel across and the different regions determine the decks and quests etc you will come across!

Hopefully this is all in the pipeline for Elements... Because in my opinion it is the one thing that the game is missing. It will take a hell of a lot of coding and artwork to implement, but is more or less simple! I'll edit my original topic soon and make it a bit more clear-cut.


 

anything
blarg: