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Implementation of three towers with special damage effects #88

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mdubey2014 opened this issue Nov 15, 2014 · 8 comments
Open

Implementation of three towers with special damage effects #88

mdubey2014 opened this issue Nov 15, 2014 · 8 comments
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@mdubey2014
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Required for final Delivery :
Implementation of three different kinds of towers that are characterized by having different
special damage effects, e.g. splash, burning, freezing.

@AjayAujla
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Here were some ideas I had come up with a while ago. Hopefully they can inspire some other ideas or actually be implemented.

Freezing
one time delay critter movement for x seconds
isFrozen * timer

Burning
inflicts extra damage to critter for x seconds
isBurning * timer

Bomb / Splash
inflicts damage to all critters within the radius instead of targeting only one
a boolean value can control that a single critter will or will not be hit

Electrocute
repeated critter movement delay for x seconds until death (walks normally for x seconds, then paralyzed for y seconds, then walks again, then paralyzed again, etc.)
isElectrocuted * timer

@jeremy-melnyk
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Radiation . all critters in tower range stack radiation damage per second
(or some unit of time). So like a critter in range gets 1 stack of
radiation per 3 sec. Each stack causes 1 DMG per second or something. Once
he leaves the range it decays at a logarithmic rate Another effect could be
chain lightning which strikes a critter and jumps to up to 3 critters
behind it with a decreasing damage multiplier each time it jumps so like 9
DMG on the first 6 on the second 3 on the 3rd. Just needs a bit of math for
the damage calc. Would really impress him. Also as a requirement we need to
see each critters health at all times (I can represent its health above its
head with a number that triggers when its health is updated (aka it takes
DMG)
On Nov 15, 2014 10:03 PM, "AjayAujla" notifications@github.com wrote:

Here were some ideas I had come up with a while ago. Hopefully they can
inspire some other ideas or actually be implemented.

Freezing
one time delay critter movement for x seconds
isFrozen * timer

Burning
inflicts extra damage to critter for x seconds
isBurning * timer

Bomb / Splash
inflicts damage to all critters within the radius instead of targeting
only one
a boolean value can control that a single critter will or will not be hit

Electrocute
repeated critter movement delay for x seconds until death (walks normally
for x seconds, then paralyzed for y seconds, then walks again, then
paralyzed again, etc.)
isElectrocuted * timer


Reply to this email directly or view it on GitHub
#88 (comment).

@AjayAujla
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So for radiation, the critter is "guaranteed" to die after passing a radiation tower special effect (even if no other tower is on the map to attack the critter)?

@jeremy-melnyk
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No its not guaranteed it just takes continuous DMG that ramps up while in
range. Then the stacks starts to decay as it leaves range logarithmically
(like real radiation) so its taking less damage as time goes on. Strong
critters will still make it to the end time if there's no other tower to
hurt it
On Nov 16, 2014 1:30 PM, "AjayAujla" notifications@github.com wrote:

So for radiation, the critter is "guaranteed" to die after being passing a
radiation tower special effect (even if no other tower is on the map to
attack the critter)?


Reply to this email directly or view it on GitHub
#88 (comment).

@AjayAujla
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Okay cool I see.
Actually both your ideas seem really cool. It would be awesome if we can figure out the math and get them coded and working.

I was thinking of having a "super" tower.
One hit kill. Costs a CRAPLOAD of money. Can only buy one in the whole game, no upgrades, no nothing.
Has one special effect which is one hit kill (targetCritter.inflictDamage(targetCritter.getHealth()).
Has VERY SLOW rate of fire, VERY SMALL radius (as in only reaches one tile in radius OR can only target a SPECIFIC user determined tile by x,y coordinates), etc, etc.
Just an idea. I think it's plausible to make.

@jeremy-melnyk
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The sky's the limit! Creative freedom lies with you :) get some bolt of lightning sprites showing up lol


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On Sat, Nov 15, 2014 at 6:52 PM, mdubey2014 notifications@github.com
wrote:

Required for final Delivery :
Implementation of three different kinds of towers that are characterized by having different

special damage effects, e.g. splash, burning, freezing.

Reply to this email directly or view it on GitHub:
#88

@AjayAujla AjayAujla self-assigned this Nov 17, 2014
@AjayAujla
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No crazy visual shit.

Slowing.
Freezing.
Stunning.

@mdubey2014
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consider using decorator

abstract decorator with mark

adding and removing special effects. ie. remove frozen after it is applie for x seocnds

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