Tuesday, June 12, 2012

I have managed to work through 5 level concepts so far. I will skip the first, since that is pretty much already setup.

Level2: Rivera.
In this level I was going for a slightly different setup with diagonal castles. There will be two paths of attack for both the enemy and the player. I hope to introduce collisions (troops can not go through the river, only across bridges) and different battle strategies with this map.

Level3: Sword Shrine
This level is sort of an arena combat type level, there are three shrines (levels 3, 5, and 7) to help a player defeat Devagog with certain powers. These sorts of levels might be a bit easier due to the fact a player can select counters from the start. Once all troops have been placed a sort of melee erupts. If a player has balanced their forces correctly they should prevail and thus win the map. Certain shrines may give the enemy an advantage; once the players gold supply runs out there is no more on these maps. They are sort of sink or swim maps.

Level4: Highpeak
With Highpeak I was going for a sort of maze type setup. Troops will be funneled through the mountains and emerge at various points making defense difficult. The obstacles could also be used for ambushes though. Other than the obstacles it is similar to the first level, just a melee and kill the enemy castle sort of setup.

That is all for this week. I plan to continue working on levels and graphics as time goes on and at least finishing the graphic side of things. I need one more terrain type and some lava pits for lava scars and a special castle graphic for Devagog's castle.

No comments:

Post a Comment