Tools of the Trade: Weapons, Spells, etc.

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Tools of the Trade: Weapons, Spells, etc.

Post by AlexFricke on Thu May 07, 2015 7:30 pm

Gather ye swords and mystical missiles, for there be curmudgeons afoot!


How casting works
Players will only have one spell equipped at a time, which they can switch out at a world map screen.

To use a spell, players can either tap or hold the Cast Spell button. Tapping the button will release a weaker version of the equipped spell. Holding the button will cause the spell to charge up, eventually reaching a fully-charged state after a few seconds. A spell can only be charged if you have enough magic resource to actually charge it. However, you can always cast the uncharged version of your equipped spell, even if you have zero magic resource.

Spells may change their effects depending on their uncharged, charged, or fully charged state. For instance, a healing spell might send out a minor healing wave in front of you when tapped (uncharged). When charged, it may instead release a radial heal all around the character. An offensive ice spell might normally slow the target it hits, but instead freeze the target in place if it was fully charged.

To be determined: Once you reach full charge, or you become gated by the magic resource, the spell will either automatically fire, or (more likely) simply stop charging and fire when you release the Cast Spell button.

To be determined: How does movement work while charging spells (or weapon attacks, for that matter). In general, we seem to agree that players should be free to rotate their characters while charging spells/attacks, but can they move their character around the map? Some movement seems agreed upon here, but not if its full movement speed, three-fourths, half, etc.  

QUESTION: Say it takes 3 seconds to fully charge a spell, and every second another mana orb is consumed until 3 seconds are over and 3 mana orbs have been consumed. Does the spell grow in power in stages, after a new mana orb is consumed? Or does it simply grow based off of time spent charging, so 1.3 seconds of charge is different than 1.7 seconds of charge? If the latter is the case, then mana orbs is probably a bad representation, because the power-up curve isn’t a stair step, it’s a steady incline.


Last edited by AlexFricke on Tue Jun 23, 2015 3:45 pm; edited 1 time in total

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Re: Tools of the Trade: Weapons, Spells, etc.

Post by ThomasB on Mon Jun 08, 2015 11:45 am

Here's a number of potential spells that I threw together, with the goal to understand what a spell might look like and how it works. I ran with a couple of assumptions on this one:
- Every player has a resource called 'Orbs' which determines the strength of spells.
- A spell has two utilities: a 'tap' effect that happens when a player simply taps the magic button, and a 'hold' effect that happens when the magic button is held down. A 'hold' spell typically does something much more powerful, and consumes orbs in the process (for tap/hold inspiration, look at the Fable series).
- Casting a 'tap' spell costs nothing (or a fraction of an orb; still not too sure about this one). Casting a 'hold' spell expends all orbs.
- Orbs are gained by attacking enemies. The specific amount gained is dependent on the weapon used.
- This list of spells also lists a number of supported playstyles. Look at the playstyle topic on the design forums for a list of the playstyles I envisioned.

Bladedance

Tap - creates a small radius around the guardian. The guardian then quickly teleports to each enemy caught in this radius and deals heavy damage to each.

Hold - builds the radius larger and larger, potentially catching more enemies.

Orbs - the more orbs, the higher the damage and the faster the radius grows.

Supported playstyles: Charger, Sweeper


Magnet

Tap - pulls the closest enemy to the player, stunning them and doing slight damage.

Hold - pulls more and more enemies the longer the spell is held.

Orbs - the more orbs, the longer stun time and the quicker enemies are pulled.

Supported playstyles: Heavy, Sweeper, Support, Trickster


Fire Sphere

Tap - fires a sphere of flame that deals small AOE damage, setting enemies ablaze.

Hold - creates more spheres that orbit the player. Tapping with multiple spheres fires them all at the target area, creating a cluster-grenade effect.  

Orbs - the more orbs, the bigger the area of damage, the higher the damage, and the more orbs can be created

Supported playstyles: Artillery, Charger


Lightning Strike

Tap - fires a bolt of lightning that chains to multiple targets

Hold - strikes the guardian with lightning from the heavens, increasing damage and movement and attack speed for a duration

Orbs - the more orbs, the more targets the lightning can chain to and damage increases, and the buff lasts longer.

Supported playstyles: Charger, Heavy, Duelist


Spirit Bonds

Tap - attaches a magical line from the caster to the nearest fellow guardian. Enemies who cross this line take damage. The line is tied to the guardians, so it moves as they do, and it disappears after a short duration.  

Hold - attaches a magical line to all allies.

Orbs - the more orbs, the more damage the line deals, and the longer it lasts.

Supported playstyles: Trickster, Sweeper, Support


Spinning Scythe

Tap - throws a spinning razor that damages enemies and disappears after bouncing off a number of surfaces.  

Hold - summons three razors that circle the player, damaging any enemy that gets close.

Orbs - the more orbs, the bigger the razors, the higher the damage, and the more surfaces the razor bounces off of.

Supported playstyles: Sweeper, Heavy


Blood of the Fallen

Tap - infuses the guardian’s weapon with a powerful attack that leeches health from the next enemy hit, with a small chance to crit and leech health from other enemies on the battlefield.  

Hold - drains the guardian’s own health source to increase orbs. The lower the guardian’s health, the higher the critical chance of the tap attack.  

Orbs - the more orbs, the more damage the leech attack does, and the higher the critical chance of the tap attack.  

Supported playstyles: Duelist, Charger


Tremor

Tap - smashes the ground, dealing slight damage and stunning enemies in a large area around the guardian.

Hold - charges the smash, increasing the area and damage before released.  

Orbs - the more orbs, the longer enemies are stunned for.  

Supported playstyles: Heavy, Support


Energy Ring

Tap - creates a burst of energy from the guardian, increasing health and orb regeneration for allies caught in it.

Hold - creates an energy ring on the ground that increases the health and orb regeneration of any ally inside.    

Orbs - the more orbs, the greater the regeneration rate and the longer the duration.  

Supported playstyles: Support, Heavy, Duelist

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Re: Tools of the Trade: Weapons, Spells, etc.

Post by ThomasB on Mon Jun 08, 2015 12:11 pm

WEAPONS

I have an idea of how we can create weapons. We can have 4 standard types that use certain animations for their combos i.e. Sword does a slash, slash, slash; Axe does a chop, chop, chop; Hammer does a slam, slam; Spear does a thrust, thrust, thrust. When creating a new weapon, it would be very easy if we mix and matched some of these animations i.e. a Halbard would be a thrust, thrust, chop; a Mace would be a chop, chop, slam, and so on.

When doing it this way, we would only need a few things to make a brand new weapon:

Combo Length - how many hits in a combo (and therefore how many animations needed)
Speed - the speed at which you can swing this weapon (maybe we can get more in depth and make a different speed for each animation)
Regen - how much magical power you gain from each hit/combo.
Model - what model the weapon uses
Collider - what collider the weapon used (though we could just make it the same as the model)

Another idea I had was making the last hit in a weapon's combo have some sort of effect, whether it deals more damage, regenerates more magic, sweeps a large area, etc.

With all this in mind, here are some basic weapons that I threw together. Let me know what you think!



Nogard Sword

Focused - a quick 3-hit combo, with the third hit dealing more damage.

Sweeping - a forward charging slash that pushes the guardian forward and hits a rectangle in front of them.

Orb regen - average


Heavy Axe

Focused - an average 2-hit combo, with each dealing above average damage.

Sweeping - a mighty cleave, spinning 360 around the guardian.  

Orb regen - average


For’s Hammer

Focused - a slow 2-hit combo that deals high damage.

Sweeping - a slamming attack that damages a large radius in front of the guardian.

Orb regen - average


Mystic Daggers

Focused - a very fast 4-hit combo, with the fourth hit granting bonus orb regen.

Sweeping - a series of energy slashes that fly out in a circle from the guardian. 

Orb regen - fast


Winged Spear

Focused - a long reach 3-hit combo, with the third hit pushing the enemy back.

Sweeping - a large 180 swing.  

Orb regen - average


Spiked Flail

Focused - a quick succession of a 4-hit combo, with the last hit having a chance to stun.

Sweeping - a two-hit combo that sweeps, pushes the guardian forward, and sweeps again.

Orb regen - slow


Sage’s Staff

Focused - an average 3-hit combo, with the third hit having a chance to stun.

Sweeping - a 360 sweep.

Orb Regen - fast

Rapier

Focused - an quick 5-hit combo, with the fifth hit pushing the enemy back.

Sweeping - a fast series of stabs in a cone in front of the guardian.

Orb Regen - average

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Re: Tools of the Trade: Weapons, Spells, etc.

Post by AlexFricke on Tue Jun 23, 2015 4:01 pm

Spell ideas! All the spell ideas!
(so far...)

Selfish Spells

Bangerang/Boomerang Blade
Tap – Fire a magical spinning disk forward, dealing damage to any enemy it hits. When it reaches its maximum distance it pauses briefly before returning to your current location, dealing a higher amount of damage on its way back. Visuals: explosions trigger when it hits enemies.
Hold – The disk deals more damage and travels farther.

Flaming Feet
Tap – Gain a temporary movement speed boost, and as you move you leave a fiery trail behind you, which damages enemies that move over it.
Hold – The movement speed boost lasts longer, and the fiery trail deals more damage and is wider.
Full Charge – The movement speed boost you receive is bigger.
Change Log: Hold now also widens the trail.

Fire Sphere
Tap – Shoot a sphere of flames forward that explodes on first enemy contact, dealing damage to all enemies nearby and setting them on fire. If you have fire spheres orbiting you, instead shoot all of them forward.
Hold – Instead, start gathering fire spheres around your character. A new fire sphere is summoned every second. You can have a maximum of 6 fire spheres orbiting your character. Stopping before fully charged does not shoot the fire spheres.
Full Charge – Shoot all fire spheres surrounding your character forward at increased speed.

Companion Pumpkin
Default – You have a companion pumpkin that accompanies you into battle. While not moving, it is intangible. If it is attached to you, it circles around your character. While the pumpkin is moving, it deals damage to any enemies it touches.
Tap – If your companion pumpkin is attached to you, shoot it forward a short distance. If it is not attached to you, fire a command disk forward the same distance, which quickly moves to its end position. Your companion pumpkin then flies to that location.
Hold – Shoot your companion pumpkin or command disk farther.
Full Charge – Instead, summon your companion pumpkin to return to your position and reattach to you. Upon arrival, it inflicts slight knockback to any enemies surrounding you.

Spear of Fear
Tap – Shoot a dark spear forward, damaging the first enemy it comes into contact with. The farther the spear travels, the more damage it deals.
Hold – The spear will travel farther, potentially dealing more damage.
Full Charge – The spear has infinite range, gains a small initial damage boost, and can now pierce through enemies.
Change Log: Full charge now pierces through enemies.

Lightning Strike
Tap – Fire a bolt of lighting forward, dealing damage to the first enemy it hits. Upon enemy contact, it will attempt to jump to another nearby enemy, chaining up to three times.
Hold – The range and damage of the bolt is increased, and it will attempt to chain to up to 6 enemies.
Full Charge – Additionally, a lightning bolt descends from the heavens and strikes you, increasing temporarily your movement and attack speed, and damaging all nearby enemies.

Spinning Scythe
Tap – Throw a spinning razor that damages enemies as it passes through them. The scythe will bounce off of surfaces three times before disappearing.
Hold – The scythe travels faster and deals more damage.
Full Charge – Additionally, summon three razors that orbit you. Each will individually damage and knockback the first enemy they hit, then disappear.

Hoarfrost
Tap – Launch an orb of ice forward, damaging and briefly slowing any enemy hit.
Hold – When the cast button is pressed, the orb of ice is launched as normal. When the cast button is released, it triggers an icy explosion, which damages and stuns all nearby enemies. Enemies can be damaged by both the pass-through and explosion damage. The ice orb will automatically explode when it reaches its maximum range.
Change Log: Tap now launches the orb of ice, and the AoE damage and stun only comes from the Hold.

Transfusion
Tap – Fire a semi-transparent shard at all nearby enemies, dealing damage when it hits. The shards then return to you, crimson in color, and upon arrival heal you and temporarily debuff you. The debuff reduces all healing you receive by 50%.
Hold – The damage and effect radius increases.

Transfusion v2 (alternate version)
Tap – Fire a semi-transparent shard at all nearby enemies, dealing damage when it hits.
Hold – The damage and effect radius increases.
Full Charge – After hitting, the shards remain on the battlefield for a few seconds, and are now crimson in color. They can be picked up by you or another ally, healing the recipient for a percentage of their missing Health.

Blood of the Fallen
Tap – Infuses you weapon with a powerful enhancement. The next enemy hit with a weapon attack is dealt bonus damage and health is leeched from them. This modified attack has a chance to be a critical strike, dealing even more damage. The critical strike chance is increase based off of your missing Health.
Hold – While the cast button is held, your Health drains. When released, you gain a temporary damage resistance buff. The buff duration increased based off of time charged.

Dragon Ball
Tap – Throw a Dragon Ball in front of you, and destroy any Dragon Balls on the field. (It's simply a flaming knight helmet.) Knock the ball around with weapon attacks. When the ball hits a player or enemy, it deals damage to all enemies in front of it and knockback to all players and enemies in front of it, and then falls to the ground. The damage and knockback scale with the number of times the Dragon Ball was passed. The lifetime of the ball is extended a little each time it is hit.
Hold – Increase the initial damage, knockback, and lifetime of the Dragon Ball.

Scarecrow Archer
Tap – Place a scarecrow archer in front of you. It will shoot arrows at any nearby enemies, and can be attacked by them as well, eventually dying. It will fall apart after a certain amount of time. Only 3 scarecrow archers can be on the battlefield at a time. Placing a new one at max capacity will destroy the scarecrow with the least lifespan left.
Hold – Enhance the scarecrow archer you are about to place, increasing its lifespan and giving it multi-shot. The number of extra arrows fired by its multi-shot increases with charge time.

Deadliest Snowflake
Tap – Shoot a small snowflake in a random direction in front of you. The snowflake wanders slightly as it travels, and damages and briefly slows the first enemy it hits. (The Tap has very little starting lag, and another spell cast can interrupt the ending lag, allowing it to be spammed to create a miniature flurry in front of you.)
Hold – The snowflake grows in size, damage and slow effect is increased, and the snowflake flies straight in front of you.
Change Log: New!


Utility/Support Spells

Speed Shrine
Tap – Lay a circular speed shire at your feet, dealing minor damage to enemies around you. The shrine speeds up allies and slows down enemies that walk over it.
Hold – The radius of the speed shire grows, and the speed boost/slow grows in strength.

Tailwind
Tap – Gain a movement speed boost, and as you move you leave a windy trail behind you, which briefly increases the movement speed of allies who move over it.
Hold – The movement speed boost lasts longer, the windy trail boots allied movement speed for longer, and the trial is wider.
Full Charge – The movement speed boost you receive is bigger.
Change Log: Hold now also widens the trail.

Chain Grab
Tap – Shoot a spectral hand on a chain forward. The first enemy that it hits is dealt slight damage and is pulled to you, and is then briefly stunned.
Hold – More spectral hands are shot forward, in a cone shape, allowing more enemies to be grabbed. If spectral hand already has hold of an enemy, that enemy cannot be grabbed by a second hand.
Full Charge – Eight spectral hands are shot in a circle around you, attempting to pull enemies in from all directions.

Spirit Bonds
Tap – Attach a magical line from yourself to your nearest ally, which moves with both of you. While the bond is active, you and the ally gain a movement speed buff that decays over time. Enemies who move through the line take damage.
Hold – As you hold the cast button, more and more lines will attach to you allies, until you are all bound together with spirit bonds.
Full Charge – Every ally attached with a spirit bond emits a burst around them, dealing damage to all enemies nearby them.

Headbutt
Tap – Enemies directly in front of you are damaged and knocked away from you.
Hold – When released, charge forward a scaling distance or until you hit an enemy. That enemy and other enemies directly in front of you are damaged and knocked away from you.

Super Jump
Tap – Leap into the air, becoming intangible, then after a brief delay, slam back into the ground, damaging slightly and knocking back nearby enemies.
Hold – Instead super jump forward, with the distance, damage, and knockback scaling with the charge time. The forward jump can allow you to leap up on to or over certain terrain features.

Nogard Standard
Tap – Place down a Nogard Standard at your position. It gives damage reduction and buffs the attack speed to all allies near it. Only one standard can be place on the map at a time; placing a new one will destroy any others.
Hold – Increase the power of the damage reduction and the attack speed buff.
Full Charge – If a Nogard Standard is on the battlefield, instead leap to it from anywhere on the battlefield.

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Re: Tools of the Trade: Weapons, Spells, etc.

Post by AlexFricke on Fri Sep 25, 2015 1:11 pm

How Casting Works
The following is our current thoughts on how spell casting will work.

In order to cast a spell, players must have at least 1 mana. Players can have anywhere between 0 and 3 mana. Mana will be visually represented in a way similar to the following (left side of concept floating HUD):  



Each box will fill up from bottom to top as mana units are gained. The small leftmost box will fill first; once one box is filled, the box to its right will then begin to fill, until all three boxes are filled. The small leftmost box will take the least amount of mana units to fill, say 100, and each subsequent shape will take more, say 200 and 300.

Note: Mana is different from mana units. Mana units fill up the mana boxes on the player’s HUD, which once filled, give the player a mana to spend on a spell, one for each box.

When the cast button is pressed, and if the player has at least 1 mana, the small leftmost box will glow. If the cast button is immediately released (a “tap” of the button), a level 1 version of the spell will be cast and consume 1 mana. If the player holds the cast button, they will start to charge their spell. When your charge reaches a new level, the next box will start to glow, left to right. (There will also be some sort of indicator to show charging progress.)
It will take 1(?) second to charge up to a level 2 spell, and 2 seconds (total, only one additional second from level 2) to charge up to a level 3 spell. Each level of the spell will consume that amount of mana. (Level 2 spells consume 2 mana, etc.). In order to cast a higher level spell, you must have the mana available to cast a spell of that level. If you don’t have the available mana, you can stay in the charging state, but your spell will not continue to increase in level.

General Notes on Perk and Spell Theme
The below perks and spells were original designed during the Guardians of Nogard 2 stage of development, and so were themed in a more traditional fantasy sense. Pretty much all of these will need to be re-themed to suit our new theme and art style.


Pumpkin Princess
Gameplay Hook: Risk & Reward, Glass Cannon. You have great power at your disposal, but you have to put yourself at risk to fully utilize it.
Gameplay Patterns: Utilizing charged attacks and spells. Managing full mana for optimum damage. Positioning for optimal charge attack/spell usage.

Perks
Battle Fury: When your magic resource is full, your weapon and spell damage is increased, but you also take increased damage. (Casting a fully charged spell will benefit from the damage increase.)
Rampage: Killing an enemy gives you a stack of Rage. Upon reaching 5 stacks, all stacks are consumed, and you gain the Rampage buff, which allows you to charge attacks and spells faster and increases your movement speed for a few seconds. (You cannot gain Rage stacks while the Rampage buff is active.)

Spells (specific to the Pumpkin Princess)
Transfusion:
Tap – Fire a semi-transparent shard at all nearby enemies, dealing damage when it hits.
Hold – The damage and effect radius increases.
Full Charge – After hitting, the shards become crimson in color. They then return to you and each heals you for a small percent of your missing health.
Fires of Rage:
Tap – Shoot a sphere of flames forward that explodes on first enemy contact, dealing damage to all nearby enemies and setting them on fire. The fire sphere gains size and damage based off of your missing health.
Hold – For each mana consumed, another sphere of flames is summoned. All increase in size and damage based off of your missing health.


Radish Knight
Gameplay Hook: Sweeper, Horde Combat, Constant Action. You enjoy an active life, destroying enemies left and right, weaving blade into spell into blade.
Gameplay Patterns: Choosing to use spell or weapon attacks at the right time. Alternating between spells and weapon attacks for various benefits.

Perks
Weaving: Damaging an enemy with a spell marks them. Weapon damage causes the mark to trigger and consumes the mark. Focused attacks cause the mark to explode, dealing damage to nearby enemies. Sweeping attacks cause the mark to slow the enemy.
Glory: When you kill an enemy, for the next few seconds you gain increased movement, attack, and casting speed. Killing additional enemies refreshes the buffs duration, and its effect will stack up to 5 times.

Spells (specific to the Radish Knight)
Lightning Strike:
Tap – Fire a bolt of lightning forward, dealing damage to the first enemy it hits. Upon enemy contact, it will attempt to jump to another enemy nearby, chaining to up two times (three enemies damaged total).
Hold – The range of the lightning bolt is increased, the damage is slightly increased, and it will attempt to chain to up to 2 additional enemies for each mana consumed.
Shockwave:
Tap – Electricity damages all enemies around you.
Hold – The range and damage of the shockwave is increased.
Full Charge – Additionally, all enemies affected are pulled towards you, with the enemies farther away pulled a greater distance.


Aubergine Assassin
Gameplay Hook: Duelist, Hit & Run, Intermittent Big Action. You prefer to take your time, choosing exactly when and where to strike.
Gameplay Patterns: Spacing out your attacks for large rewards. Getting extra benefits for dodging, and placing your dodge well. Quickly moving around the battlefield.

Perks
Static Strike: Moving in any way builds charges, which your next weapon or spell attack consumes to deal significant bonus damage. (Flat damage bonus; does not scale based off of the spell or weapon used, or charge time.)
       [Implementation – Gain X charges for every meter traveled, up to 100 charges. Gain charges from dodge and other movement sources. Weapon and spell attacks consume all charges, and deal extra damage based off of the number of charges consumed.]
Marked for Death: Dodging through enemies places a mark on their life. Killing a marked enemy temporarily increases your movement speed and you gain one mana. No more than three enemies can be marked at a time.

Spells (specific to the Aubergine Assassin)
Dark Spear:
Tap – Shoot a spear of dark energy forward, damaging the first enemy it comes into contact with. The farther the spear travels the more damage it deals.
Hold – The spear will travel farther, potentially dealing more damage.
Full Charge – The spear has infinite range, gains a small initial damage boost, and upon making contact with an enemy, the spear shatters, dealing the same damage to enemies in a cone behind the main target.
Blink Strike:
Tap – Teleport a short distance forward, dealing damage to nearby enemies on arrival and knocking them back slightly.
Hold – The distance of the teleportation and the damage on arrival is increased.

Assassin Notes
We like the Static Strike perk and the Dark Spear spell, but the other perk and spell need work, or replaced all together. In general, we like a teleportation/super-fast movement spell, but we aren’t terribly excited with this implementation. The perk we would like to tie into dodging, but we aren’t that happy with this version.


Brotato Golem
Gameplay Hook: Tank, Unstoppable Force, Immovable Object. You are extremely difficult to take down, and nothing will stand in your way from your objective.
Gameplay Patterns: Saving your allies from danger. Utilizing your shield for both offense and defense. Making your allies safer when they fight by your side. Controlling enemy positioning.

Perks
Bulwark: If you raise your shield at full mana, 1 mana is immediately consumed, and you raise an extra-large shield that stretches to either side of you. Any enemies touching your shield take damage and are pushed in front of you.
Vigilance: While charging weapon and spell attacks, you and nearby allies take reduced damage. Additionally, your partially and fully charged weapon and spell attacks inflict bonus knockback.

Spells (specific to the Brotato Golem)
Sproutling:
Tap – Summon a potato sproutling that floats in the air, slowly orbiting you. The next time you take damage, the sproutling will fling itself at the source of the damage and explode upon making contact, inflicting damage and staggering nearby enemies. Casting this spell while any sproutlings are active will trigger them to explode immediately, and new sproutlings will be summoned as normal.
Hold – Summon more sproutlings, one for each mana consumed. Only one sproutling will retaliate per damage source.
Full Charge – Additionally, the sproutlings provide you with a temporary protective barrier, absorbing a set amount of damage.
Snap, Shackle and Pop:
Tap – A tether forms between you and a nearby enemy, favoring enemies in front of you. Tethered enemies are slowed. Allies that pass through the tether are healed and break the tether, which damages the tethered enemy. Casting this spell while enemies are still tethered will trigger its break effect, and then be cast as normal.
Hold – More tethers form, one for each mana consumed. Additionally, the tethers will now slow the tethered enemies.

Golem Notes
We feel his perks are in a pretty good place, but both his spells feel too complex and have some strange play patterns. Both could use work, or simply be replaced. That said, we’d like to keep one spell tank focused, and the other support/heal focused, to play into the two sides of his core gameplay patterns.


Spells (available to all characters)
Bangerang Blade:
Tap – Fire a magical spinning disk forward, dealing damage to any enemy it hits. When it reaches its maximum distance it pauses briefly before returning to your current location, dealing damage again on its way back. Visuals: small explosions trigger when it hits enemies.
Hold – The disk deals more damage and travels farther.
Hoarfrost:
Tap – Launch an orb of ice forward, damaging and briefly slowing any enemy hit.
Hold – When the cast button is pressed, the orb of ice is launched as normal. When the cast button is released, it triggers an icy explosion, which damages and stuns all nearby enemies. Enemies can be damaged by both the pass-through and explosion damage. The ice orb will automatically explode when it reaches its maximum range.
Pumpkin Ball:
Tap – Throw a flaming Pumpkin Ball in front of you, and destroy any Pumpkin Balls on the field in a fiery explosion. Send the ball flying with weapon and spell attacks. It can be passed 4 times before exploding. When the ball hits a player or enemy, it deals damage to all enemies in front of it, knockback to all players and enemies in front of it, and then falls to the ground. The damage and knockback increase each time it is hit.
Hold – Increase the initial damage, knockback, and max number of passes of the Pumpkin Ball.
Super Jump:
Tap – Leap into the air, becoming intangible, then after a brief delay, slam back into the ground, damaging slightly and knocking back nearby enemies.
Hold – Instead super jump forward, with the distance, damage, and knockback scaling with the charge time. The forward jump can allow you to leap up on to or over certain terrain features.
Spectral Gourd of Protection:
Tap – Summon a ginormous, translucent gourd at your position. Enemies and allies can move through it, but any ranged attacks from the outside damage the gourd’s health and are destroyed. When the gourd is destroyed, it explodes, dealing minor damage to nearby enemies. If a second gourd is summoned, the first is destroyed and explodes.
Hold – The gourd’s health increases, and it’s damage on destruction is increased.

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