Skip to content

Add Map: Camp #233

Description

@sakuyaloli

!Lore

In a multiverse where heroes are brought in through a portal, conflicts have arisen. A battle arena has been created for these combatants: Camp is an artificial island, which has a forest not yet fully finished. We can still see metal plates on the floor and some enemy robots.

!Aesthetic

This map, has the proposal of presenting a simple Forest, with some unfinished elements of a construction in progress.

cube

!Map

map_rezise
Black marking symbolizes the player's vision.

Enemies:

  • Initially appear in tier 1, reappearing and becoming stronger after X minutes, passing between tier 2 and 3.
  • Enemies initially have little health and little damage, statuses that vary with their tier. Upon being killed they reward players with:
  • A percentage of the ultimate whoever kills him.
  • An amount of the game's currency, which is used to purchase items, characters, etc
  • Some enemies reward players with some kind of bonus in the match [TODO].

Heal:

  • The player who catches healing, receives a percentage, while the healing becomes a circle, healing everyone in the area (including enemies).
  • Secondary Healing: This healing comes from the second tier of monsters.

Portals:

Portals spawn after tier 2 enemies spawn. Portals enter a sleeping mode for a specified time

image

Boss:

Stay asleep until 30 seconds after the tier 3 monsters appear. The boss has a lot of health, but does NOT deal a lot of damage. It has a variation of attacks that comprises in:

  • [ATTACK NAME] Applies a little area damage and a stun effect across your lair.
  • [TODO]
  • [TODO]

After the boss's death, the team that killed him gains 100% of his ultimatum bar. In addition, the count of the uped gas circle and a gas circle is triggered, which squezes to the center of the map (boss's lair)

Fog:

  • Bushes hide the current location of those inside them for those outside
  • Characters who are inside the bush have a reduced field of view around them. [Add vignette effect to the HUD]

image

!Mechanics

  • Players select a location on the minimap where they want to appear at the beginning of the game.
  • Ultimates will be released after a period of appearance of the first wave of enemies on the map.
  • Players have 2 lives with a waiting time until they can appear again in the game (unless the death is caused by gas at the end of the game).
  • The last player to survive, wins.

image

!Balancing

All elements of the map, as well as enemies, healings and portals are equivalent for the two halves of the map.

map_rezise_notes

!Technical information.

  • There may be animated objects within the map, these contribute to the dynamism of the game.
  • The map has a 32x32 voxel grid, and it is based on this grid that assets are built.
  • The map is 1760 x 2464 in size (55 x 77 tiles ), and may vary slightly based on how much the player can see from the map on his screen.
  • The camera must follow the player.
  • In the collision of objects, it consists of objects that occupy the entire tile (32x32) and others that are rotated 45º, having a collision diagonally.
  • It will be necessary to develop in addition to assets, also enemies that make up the scenario.

lookdev_01_render01

map_rezise_grid

!Team

  • Alexandre Avila (Game Designer)
  • @marcmotta (Art Director)
  • @Dxnjo (Voxel Artist)
  • @voxelando (Voxel Artist)
    Team can be expanded as needed.

lookdev_01_render

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions