by Andorious » Fri Aug 29, 2008 7:01 am
Legends of Magic - Aos/RPG
It's a game I had an idea for then decided to make it to a wc3 map untill i have the proper schooling finished, its heavily modified for its wc3 form but still.
It takes place in the land of Bael'Runic where the ever going fight between the sides of good and evil magics rage on. The map includes such famous magi as the witch, warlock, necromancer and druid along with others. Six on each side for now, more added later on a 4v4 team. The concept is different then most aos, thats why I changed the genre.
You start off by picking your hero, then choose from 14 unique-to-hero abilities, six offensive, four passive and four defensive. More may be added before release. Hero stats are different, dividied to health points, damage and mana points, starting at value 1. When you start off you get five stat points to distribute and five per level up.. You build your own hero, there are several builds per hero formulated, or you can just make your own(the builds will be posted later).
The object of the game is somewhat like most but also not, there are four camps varying between what magi are chosen and units spawning from them on two lanes. When a hero party has broken through the defense and reach one of the camps, they are teleported to a scripted boss fight of that magi. The heroes must defeat it and the three others to win, while this is going on the opposite side has a mini game to buff the boss.
One of the most unique aspects is its spell system, it does not use the normal point click boom system of most. Each offensive spell is aimable, has a cast time and can miss. Depending on the hero the cast time ranged on baseline damage spells from 1.5-2.5 seconds, the missle speed and damage also vary, its listing on the hero selection.
Spell system features-
Opposing magics- Each spell type has some sort of rival, water to frost, fire to nature, that sort of things. When two missles collide from rivaling magics, the weak one faulters, only enhancing the strong, increasing its effect. Like lets say a water bolt and fire bolt hit, the water bolt destroys the fire bolt and the water bolt is super heated causing burn damage to the target. etc
Complementing magics- Each spell type like having a foe, has a friend... If two magic types that complement eachother collide, they combine to deal both of the effects and negate both of their weaknesses, unless hit with the combination of their weaknesses. Lets say a water bolt collides in the direction of a lightning bolt, the water bolt takes dominate and keeps its course while the lightning is a part of it.
Battle Scarred Terrain - The terrain in this map is beautiful, but why must it stay that way? Each different spell has some sort of negative effect on the enviroment that can be used for warfare. Like the firemage can light a field on fire, the geomancer does an earthquake too near a mountain and causes a rock slide.
Level ups are also different, every five levels(max level 20 for now) you must complete a small quest to "ascend" to the next level of magic, if you do not you cant level up anymore. Every time you do, you gain a new innate ability and your magic art slowly starts consuming you, showing physical manifestations, such as glowing hands to show your power. At the max level each hero gains a global weather effect, to show the peak of their power. Each global effect is quite powerful but cant be combined, you must wait your turn. such as the pyromancer makes the volcano erupt, the hydromancer makes a rain storm that almost floods everything etc.
Pets - In this only a couple heroes have the ability to summon pet like minions, but they have their own system for being useful. Every 2 points in health points they gain 10 hp, every 2 in damage they gain 1 and every 8 in mana points they gain 1 armor.
Items - The items will be somwhat simple, mainly revolving around the abilities of the player, but there will be no healers in this game only potions, at least for now. Some items will have plus to stats or to magic damage but beyond that.
Is this idea too complicated for most players to pick up and play? Or is it just unique? Screenshots to come soon